Posts Tagged ‘retro addicts’

#SpeccyJam (the ZX Spectrum Game Jam) is back!

Posted by (twitter: @speccyjam)
Thursday, August 7th, 2014 1:05 pm

Hi all,

Just to let you know that the second annual #SpeccyJam is this month, and starts on 29th August 2014

Dev’s have 1 week (29th August – 5th September) to create a ZX Spectrum flavoured game.
It can be for any platform (Browser, HTML5, Flash, Mobile, iOS, Android, PC .. anything), and you can use any game dev tools to create it (doesn’t need to be programmed in machine code and load on a cassette tape or anything like that.)

Just as long as it looks / feels / plays like a ZX Spectrum game, then it is fine!

You must use only the ZX Spectrum colours and resolution, and you can use the “attribute clash” rules if you want to make it look more authentic (but not a strict rule).

For more details about rules and registration (by way of forum), check out

Thanks for reading, and hope to see you there!


#SpeccyJam (the ZX Spectrum game jam)

Posted by (twitter: @speccyjam)
Saturday, November 16th, 2013 6:19 pm

Speccy Jam is a regular world wide 1 week game jam, where indie game developers come together to create games with the flavour of the legendary 8-bit personal home computer, the Sinclair ZX Spectrum.

Game developers can work alone or as part of a team, and can use any game engine or dev tools to create their game. It can be developed for ANY device or platform… it doesn’t matter as long as it looks and feels like a Spectrum game!

By the time I have posted this, it is now Day 2 of 7. But it is not too late for you to register to participate.

For the rules and how to register etc, go to

Also follow @speccyjam on Twitter

MiniLD #36: Eruption – completed.

Posted by (twitter: @spacedeveloper)
Sunday, July 15th, 2012 12:11 pm

Ok, I admit that my interpretation of contrasts idea is way too primitive. But when I designed gameplay in the begining i thought it would be more flexible and I could expand it with some contrast specific features. Well, I was wrong :< I planned to compile several colors in player’s trail  and each color would damage contrastly colored enemies. It turned out that it was bad idea, so I focused on one color with different behaviours – that makes much more fun and brings some real challenge.

So in the end, the only reference to contrast is game’s visual style and color scheme (black-white, blue-orange).

I didn’t use much code from past projects –  FlashPunk and Dame perfectly handle all routines.

Here is the first concept where gameplay is just established and then quiclky I switched on tileset and finished it in about 4 hours. Level design took major part of my time and I ended up with 7 levels. I’m not done with this project yet, I think I will spend another week on it after short rest.

Anyway, meet Eruption! Tho i don’t  like this name… probably because it sounds much like Erection =\ Opened for offers!

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