Today's ?TOO MANY HOURS episode with Wizard's Crown #cRPG for #c64 happened yesterday (time machine!), and that's the highlight proving the Famous last words x Murphy's Law x Instant karma in action: https://t.co/9kPDExtg1P #retro
Homebrew Amiga games, released or in development, to celebrate International Amiga Day and show that it's still going strong.
May 31 was chosen to honor the birthday of Jay Miner, father of the legendary Commodore Amiga computer.
These modern homebrew projects unlock the full potential of the machine by focusing on the Amiga hardware only, instead of coding in a more generic way to easier the release in others systems, and also by catering for a more diverse range of hw configurations.
@georgethefourth I had this horror last time while using the massage chair for the first time. I wondered if there is a movie already about the killing massaging chair on VHS? Gonna check it next time I go to my local VHS rental shop.
I was laughing x crying by watching thiz. Jet Set/Grind Radio x #SEGA セガ x Dreamcast forever! I do skateboarding, but I tried some inline skating and loved it as well. https://t.co/HlxT9u1C1y
Just had a bunch of #ZXSpectrum + #AmstradCPC assets highlighted to us from an old 2015 blog post, including a very interesting Alien VS Predator mockup (possibly where code might exist). Quick post with links at:
https://t.co/yIQ6CvTCIP
Good morning. I have finalized adding bonus to magick spell points by multiplying 1.5% per INT. 1.5% because this is 8-bit assembly so just shifting bits 2^6. Now, 3 weeks of holiday but I cannot wait to go back to #gamedev.
https://t.co/g89xmnuYpQ
#c64#Meonlawel#cRPG
The Who-opened-the-door bug is no more. It took me half an hour to fix it, and the circumstances under which this side effect was happening weren't obvious. Currently, applying an INT attribute into the power of magick spells execution. #Meonlawel#cRPG#c64#gamedev
The yesterday's night live stream was fun, after I made UX improvements, and using 16-bit values instead of 8-bit values in many many places ...until I have found the Who-opened-the-door bug. Going to hunt this one. https://t.co/9ojUJq9Twi #c64#gamedev Meonlawel #cRPG
An alpha of the cancelled FMV racer: MegaRace (Amiga CD32) has been found and added to Games That Weren't, thanks to Dave Arcadian. However, we've not been able to yet get it running just yet - maybe someone can? More details + download:
https://t.co/Sn0aLQKDZB
Time for a technical Meonlawel devlog 029. I am showing 3 features used to help me linking, compiling and building the game. 🤯🔨 Stay tuned! https://t.co/Y0XqSBMqhg
#retro#gamedev#c64#cRPG#horror#vampires
Today we're shining the Sega Dreamcast homebrew spotlight on an all-original new 3D tactics game, "Gael Force," which is being developed exclusively for our favorite little white box of Dreams.
Developer, spacecaptain2, has been teasing the hell out of us in the DC development Discord server with updates, promising to bring us a full tactical combat system along with deep inventory management mechanics, taking place in an immersive 3D world.
He also wanted me to let you guys know that he's looking for people who are interested in contributing art, music, and gameplay testing for the project, so let me know, or go tag him in the Simulant DC dev Discord server if you're interested!
I'm also stoked to say that he's using my SH4ZAM accelerated vector math library for SH4 to get his gainz and buttery smooth performance! Once I heard he was interested in per-vertex dynamic lighting, I shared with him how to implement the same high-performance vectorization of the diffuse lighting calculations that we used in our GTA3 and VC ports.
For you fellow nerds and gainz enthusiasts out there, it's essentially leveraging SH4ZAM's XMTRX API to calculate the diffuse light intensities of 4 light sources onto the surface normal of a vertex in parallel, by loading the XMTRX FP register back-bank with the light directions of 4 light sources as 4 4D row vectors, then transforming the the 4D surface normal vector by them with a single instruction, FTRV, which will achieve 4 dot products in parallel in 7 clock cycles!
Anyway, stay tuned for more updates as spacecaptain2 continues cooking!
A game close to my heart in FREEZE #83, which arrived this morning (thanks @FREEZE64UK!). Firetrap was a game I snuck out when meant for a Christmas present as a kid. Great interview with the developer + a lot more this issue. More details can be found at: https://t.co/F3UX3q8eje
Our next Christmas update today is the release of a long-lost Lady Bug–inspired Amiga game from the early ’90s. Mister Bug (aka Mr. Bug) is around 90% complete and now preserved today at Games That Weren’t with huge thanks to Guido Gouweloos and Galahad:
https://t.co/eiRTfQD5PW
It was extremely relaxing session, channeling back to 1996 or earlier & connecting with the creative me again.
I wanted to thank my 5 members for your support. Feel free to join and become a Meonlawel dev insider for the extras: https://t.co/01NruudPju
https://t.co/CE8YSVl8KB
Update for Meonlawel game dev insiders about broadening the horizons (also literally!), Tir Na Nóg, Mathias Grassow's "Taoasis" album, Twin Peaks reference and my come back to nostalgic game creativity that never faded away: https://t.co/dzR0VR3c38
#c64#cRPG#retro#commodore
I'll take you on a journey through time and space to explain the challenges, talk what #BASIC abbreviations are, about the development of the Basic Abbreviator's copy, cut and paste feature, and the game itself. Fix it r0b0t 10! @Basic10L#c64
https://t.co/7gWaD4zuSJ