34 years in the making... 🐝🌻🐝🌻🐝🌻
Apidya‘ Special is finally here!
The legendary shoot-'em-up from the golden age of 16-bit gaming is coming to modern platforms.
Pre-orders for the physical Limited and Special editions on Nintendo Switch and PlayStation 5 are now open at https://t.co/aMwXFswIlx:
https://t.co/ffObkTxF06
Be among the first to experience this cult classic reborn!
Highly recommend donating to Blender. I recently used it to mock up something, so we donated $500. Autodesk would have charged $255/month for access to an onerously DRM'd equivalent that would have made me grumpy. It's only fair that Blender should get the payment instead!
A Canticle For Leibowitz is a classic early (1959) post-apocalypse novel where an order of monks preserved the last remnants of learning (the memorabilia) after a nuclear exchange turned the remains of society into book and scientist burners.
I first read it in the 80s as a mass market paperback that I somehow lost along the way. Other paperbacks from that time are yellow with age and getting brittle, but still readable.
I read it again in the late 2000s on a first edition Kindle. I eventually migrated to iPads for Kindle reading, but every couple years I would come across an old Kindle in a drawer, charge it up, and check out what I had been reading on it. They eventually stopped working entirely.
I’m just finishing reading a new Folio Society edition, printed on heavy, acid-free archival quality paper. If it doesn’t get soaked or burned, it could still be in good shape for centuries.
The ephemeral nature of digital storage does give me some pause. We can still read Sumerian tablets full of administrative trivia from four thousand years ago, but there are no known copies of some important software products from just fifty years ago.
I am a proud supporter of the Internet Archive!
Eclipse Blade, a retro ninja action-platformer, wishlist now available!
Check out the first trailer below, and wishlist here:
https://t.co/wHDDyrjldG
RTs would really mean a lot! Thank you!
#gamedev#indiegame#platformer#retrogaming
Hi everyone! Mig is already far along working on our next game!
We are both big fans of Super #Castlevania 4 and our next game will show you just how much we love it.
We are working full speed ahead to get it out fast! Long live pixels and whips! 🤘
#indiegamedev#retrogaming
Each hardware platform had its own characteristics in how colors appeared on CRT televisions, so I always had to be careful when choosing colors.
The Super Famicom offered a wide color palette, but from my personal experience, it was actually quite difficult to create a clean yellow gradient.
For example, Tem’s hair in Illusion of Gaia was built using a sequence like white → yellow → reddish orange → darker red. By letting these colors “pull” on each other, I aimed to keep the saturation high and give it a more vibrant look.
At the same time, for the protagonist in ActRaiser 2, I placed gold-like elements in key areas. Compared to Tem’s bright blond hair, these appear more subdued. I believe I reused darker tones from the skin palette to build those gradients (though my memory might not be perfect—it was over 30 years ago).
As another point of comparison, if we look at the gold dragon boss in ActRaiser 2, its gold should appear more vivid than the player character’s gold elements. This difference was achieved by adjusting saturation and brightness to change the perceived material quality.
All of these color decisions were made while trying to find what looked best on CRT displays.
Brightness and saturation affect how pixel colors interact—sometimes making them appear to shrink or expand. Because of that, I would use darker colors for parts I wanted to appear smaller, and brighter colors for parts I wanted to appear larger.
That said, because each hardware system had its own characteristics, and CRT monitors varied depending on environment and aging, it was impossible to define a single “correct” approach to color and pixel placement.
Even though it was digital work, it often felt like I was creating something very organic and almost “alive.”
While it’s quite a controversial topic, we believe that tank controls add to the intensity of the gameplay experience that defines the whole Resident Evil series.
We specifically kept them when reviving the original RE trilogy on our platform and adding it to the GOG Preservation Program, as we see them as part of the original experience and a necessary “friction” that ultimately adds to the masterpiece status of these classic titles.
And what’s your take? ;)
@Advent_Mickey@VirtuaReporter@Abathor_Game There are actually two other games, one for Saturn and one for Game Gear. Regardless, Sega notoriously didn't make sequels for *many* of their IPs; that might be the least reliable metric ever for judging the quality of a game.
@mantequino@Creseki Only ones I can think of are Galerians and Fear Effect 1 and 2. I'm sure there are others, I'm just not that familiar with this style of game. I guess maybe Onimusha on PS2 could fall into this category as well.
Gungage, Sin & Punishment, Bulk Slash, Einhänder, Virtual-On, Ape Escape, Racing Lagoon, Omega Boost and many more
The stylish atmosphere of 5th gaming will always remain undefeated