Posts Tagged ‘retro’

The Retro Challenge worked for me!

Posted by
Sunday, February 5th, 2017 1:14 pm

I had an old unfinished game, and I had lost the files to it. I couldn’t bring myself to remake it. But MiniLD #71 worked great for me.

I remade the game as a DOS game for The Retro Challenge, but since the core of the game was in LÖVE, it was very easy to make a modern version. I made a love file, a Windows version and even an Android version. Those modern versions look better and has sound too.

So, this retro challenge was a win for me. Check out the DOS version of Semicontrol, or visit itch.io page to try the more modern versions.

I like this about game jams: They make you do it without thinking. If I thought a lot, I probably never would have done this game. Although it’s a fairly simple game, remaking the same thing from scratch feels like boring work.

To game jams!

Super Battle Cycle – Post-LD37 Major Update

Posted by (twitter: @PowerSparkGames)
Sunday, January 29th, 2017 3:58 pm

Since Ludum Dare 37, I’ve been working to make interesting experiences using feedback from my entry. A new episode of levels has been put together, and I hope you try it out in version 1.2.0!

Super Battle Cycles’ combat has been refined and simplified, and different mechanics have been used to form new puzzles. “Episode 2 – Reheated” has completely different levels than the original ones… please comment your thoughts on them! :)

You can play on Game Jolt, thanks!

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Game Jolt Devlog

It’s important to note that SBC will be completely remade and improved for future release… Expect this to be the last update to this original LD entry. Hopefully I can make something larger from this in the future 😀 Until then, keep up with progress by following!

Twitter Page

Thanks for reading guys, see you next time!

My MiniLD 71 Retro Challenge entry is underway

Posted by
Sunday, January 29th, 2017 7:05 am

It took me a while to notice the challenge was on, but ever since I did it, I could’t help but to hurry and make something cool.

For the last 2 months or so I nurtured the idea of writing a game for a 486 and thus challenge came handy for motivation.

Last friday I bought a ancient (vintage?) 486 laptop. I actually grew up playing in a very similar model (and eventually even had one that was precisely this model, but never got to work well).  Fortunatelly, even after more than 15 years powered off, it came on mostly flawless – just some keys not working, CMOS battery dead and internal LCD blurred beyond regular use. Still, It’s feasible for play testing it.

IMG_20170128_154104

After watching a Retro City Rampage 486 post-mortem, I went looking for more resources and found a video by Bisqwit, a finnish hacker, in which he demonstrastes how to run OpenGL code in DOS.

The game I’m working on actually has a legacy SDL/OpenGL 1.1 renderer because I didn’t bothered with writing a OpenGL 3 renderer (for OSX and Windows)- after all, it already has a OpenGL ES 2.0 renderer for mobile devices, Emscripten and Linux. Adapting it to use Offscreen Mesa software rendering – per Bisqwit example – wasn’t hard at all. The real challenge now is to make it run at playable speeds on a real 486. But so far, I was able to run it on DOSBox and under 8MB of RAM!

Screenshot-DOSBox 0.74, Cpu speed- max 100% cycles, Frameskip 0, Program- NOUDAR-7

And does this look like, when running on OpenGL ES 2:

device-2016-10-16-222156 Screenshot_20170101-175019

One last step would be to change the game itself to fit more nicely into the challenge’s theme. That is significantly easier, considering the game engine is very configurable (even without recompiling it). In fact, it has a simpler, text-based core (that runs VERY well on DOSBox. If I fail on optimizing the 3D version, at least I will have a text-based game to submit), making it more suitable for tweaking the balance and flow.

Screenshot-DOSBox 0.74, Cpu speed- max 100% cycles, Frameskip 0, Program- NOUDAR-8

And why a 486? Why DOS? Well, despite having previously owned a IBM PC clone (8088!), NES and Atari 2600, it is this machine that caught my attention in terms of quality of games. It was the first machine I knew that could properly challenge the almighty SEGA Mega Drive.

I hope that, by the deadline for the challenge, I will have a more fine tuned game to show here! =D

 

Bedtime update #2 ☆

Posted by (twitter: @avaskoog)
Sunday, December 11th, 2016 9:29 pm

It’s about 03:30 on the second day, nearing the morning of the third. We’re doing the jam, so there’s one day left for us. Nonetheless Ava is already in crunch mode while Marte went to bed hours ago—there’s so much stuff to add to the room! Mechanics are mostly in place but aren’t really used yet since the room needs to be filled first, so enjoy a temporary bit of silliness in the meantime!

View post on imgur.com

Antique Battle

Posted by (twitter: @@JessusCreator)
Monday, August 29th, 2016 7:55 pm

HUB

This game is based on having fun beating all the enemies and try to keep your life safe.

Enjoy it.

LINK

Transmog – Not a Pokemon Clone™

Posted by
Sunday, April 17th, 2016 5:17 pm

Transmog

Not a Pokemon Clone™

© 2016 Ginger Bill

Controls

  • Move: [up] [down] [left] [right]
  • Action: [z]
  • Back: [x]
  • Specialized: [x] [c] [v]
  • Change Colour Palette: [1][2][3][4][5][6][7]

Features

  • Software Rendered
  • 2 Bit Colours (4 Colours in total)
  • Swappable Colour Paletts
  • High resolution 160 x 144 display
  • Awesome graphics (Well I’d like to think so)
  • Windows Only (Yes that’s a feature)
  • Not a Pokemon Clone™

Background

One day, you awake to find that there are sentient shapes that have gained fighting abilities! You must work your way through the wild and tall grass and get to the end!

Tools Used

  • Language: C
  • Compiler and Debugger: MSVC2010
  • Text Editor: Sublime Text
  • Engine: Punity Engine (by Martin Cohen)
  • Paint Program: Pyxel Edit
  • Music Program: N/A (Did not have enough time)

Things Missing

  • Ability catch and tame Transmogs
  • Catchy Theme Tune
  • Sound Effects
  • World Map
  • Bicycle
  • Copyright Infringement

Dare to be Retro! – Boss Fight is Nearly Done!

Posted by
Sunday, April 17th, 2016 1:17 pm

6

I’m loving making this game, the boss fight is nearly done and then it’s on to adding the sound effects and music now!

Pretending I was programming for the Gameboy was fun!

  • No heap allocation
  • 2 Bit Colours (4 in total!)
  • 160×144 Resolution (Who needs more than that, really?!)
  • Swappable Colour Palette
  • “Awesome” graphics (If I don’t mind me saying)
  • Simple controls

This is totally Not a Pokemon Clone™. Most of the content is missing for one as I made this in a weekend… Also it’s no where near as good.

Dare to be Retro! – Today’s Progress

Posted by
Saturday, April 16th, 2016 5:23 pm

4

Now with text! Multiple swappable 2-bit colour palettes for the amazing high resolution 160×144 display. Also an incomplete battle mode! Most of the engine is done so tomorrow will consist of making/finishing the game!

All done in C with help from Martin Cohen’s Punity Engine (a modified version).

The is totally not a Pokemon clone… *shifty eyes*

3

The Gameboy-esk idea is working nicely! I’m love the retro feel!
It now has the ability to swap to 4 different colour palettes!!

  • White
  • Beige
  • Green
  • Blue

I may even add the colour RED soon!

The game not has the ability to swap to multiple maps/room, scroll and centre rooms appropriately and also change mode when you head into the grass tall weeds.

This is surely not a pokemon clone…

Xtreme Crop Duster Simulator ’82 – The Two-Camera Setup

Posted by (twitter: @rjhelms)
Monday, December 21st, 2015 11:58 am

After writing up my post-mortem for Xtreme Crop Duster Simulator ’82, I had a comment from pkenney asking about how the two-camera setup I created in Unity worked, and how I used Unity’s built-in shaders to achieve the graphical style of the game. A lot of the positive feedback I’ve received about the game makes reference to the graphical style, so I was already mulling the idea of a post about exactly that – the comment spurred me to actually write it up.

Lots of text and graphics to follow, which likely isn’t be applicable outside of Unity and may only be of interest to people keen on this sort of graphical style, so the real meat of the article follows the break. But as a teaser:

Before and after

Before and after

The challenge, which I had run into in previous Ludum Dares, is that square pixels are a relatively recent innovation. The Commodore 64’s multicolor low-resolution mode which I emulated in this game had a resolution of 160×200, displayed on a 4:3 television. This means that the pixels, once rendered, are 1.6 times as wide as they are tall – not a nice ratio to deal with. In my LD32 entry, Red Threat, I handwaved the problem away by drawing the sprites with 2:1 pixels, and scaling the whole thing up 2x to 640×400. It worked, but the effect was graphics that were noticeably stretched if you’re familiar with the real hardware.

This time around, I wanted to do better.

(more…)

Star Warrior

Posted by (twitter: @@_spolsh)
Sunday, December 13th, 2015 1:39 pm

Hello!
Can’t wait for Star Wars? We’e experimenting with retro style. How you like it?

screen

Click image to see it animated :)

Good luck, have fun and may the force be with you!

Party like it’s 1993 – Mode7-like rendering

Posted by
Saturday, December 12th, 2015 6:48 pm

I almost forgot this that I have mode7 style rendering now for floors and ceilings.

006

Party like it’s 1993 – Point & Click Console!!!

Posted by
Saturday, December 12th, 2015 6:43 pm

005

I’ve got item name recognizing, unique sign post text, and animated sea!

Party like it’s 1993! – Item Grabbing

Posted by
Saturday, December 12th, 2015 1:06 pm

004

Item grabbing is nearly done. I just need to add the ability to drag and drop into and from the inventory system.

TODO: Armour/Weapon System; item use; enemies/mobs; level loading; level changing; sprite animations.

Retro Style – Text Console

Posted by
Saturday, December 12th, 2015 9:33 am

I am making a retro-style point and click dungeon crawler thingy-ma-bob. I’m gonna party like it’s 1993!

I am using the growing theme but I don’t know if I should I use the 2 button controls theme as well.

I’ve got a basic text console up and running and now on to creating art for the sprites.

002

GU RO BU

Posted by
Saturday, December 12th, 2015 6:22 am

I got amazing idea! Game about growing humans! 😀  So… Here is GUROBU

And, i have some story too! This is probably most original story here!

 

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