made a ravine kind of scene in blender and ran it through my 160x100 8bpp qbasic engine. i kinda like it :3
Pyrite64 makes N64 game development a lot easier.
「 The engine is the creation of Max Bebök (HailToDodongo), and is available under MIT license, meaning you should be able to sell any games you make without issues. It reportedly does not use any proprietary N64 SDKs or libraries, but was instead built using libdragon and tiny3D, which are available under similar licenses 」
Pyrite64 makes N64 game development a lot easier.
「 The engine is the creation of Max Bebök (HailToDodongo), and is available under MIT license, meaning you should be able to sell any games you make without issues. It reportedly does not use any proprietary N64 SDKs or libraries, but was instead built using libdragon and tiny3D, which are available under similar licenses 」
🎮 Castlevania SMS Demo - RetroRGB
Porting DOOM to my WebAssembly VM
👾️ A simple way to scale pixel art games // 30fps.net
👾 It took 34 years for the Commodore 64 to get Super Mario Bros. - MVG
Let's compile Quake like it's 1997! // FABIEN SANGLARD
i'm making a #QBasic game using mode 13h, 320x200 8bpp. i'm using the line doubling feature of the VGA card to make it 320x100 then manually doubling each pixel horizontally for 160x100
i realized i could use a palette with 3 bits red/green and 2 blue, and then do "subpixel" dither to generate the in between colors. i made a converter to test if that would look good, and it does
here's a thread of images showing what that looks like
1/5
i'm making a #QBasic game using mode 13h, 320x200 8bpp. i'm using the line doubling feature of the VGA card to make it 320x100 then manually doubling each pixel horizontally for 160x100
i realized i could use a palette with 3 bits red/green and 2 blue, and then do "subpixel" dither to generate the in between colors. i made a converter to test if that would look good, and it does
here's a thread of images showing what that looks like
1/5
i added a 0-1 scalar that biases colors towards non-dithered to make things less busy. here's factors 0, 0.25, 0.5, and 0.75 in order:
And now that I have a structured palette I know what bits are red, green, and blue, and so I can easily do cool effects using PUTs binary operations, OR, AND, and XOR
Fuck yeah this is going so well!
i added a 0-1 scalar that biases colors towards non-dithered to make things less busy. here's factors 0, 0.25, 0.5, and 0.75 in order:
#FlappyBird port for #Windows95 by degaart github.com/degaart/flappy #retrodev #Windows98 #retrogaming #programming #gamedev
#FlappyBird port for #Windows95 by degaart github.com/degaart/flappy #retrodev #Windows98 #retrogaming #programming #gamedev
Steve Jobs presents - OpenStep's Interface builder - YouTube
Two interesting #opensource ports of classic #Amiga games to modern operating systems written in #Java
Lionheart
Two interesting #opensource ports of classic #Amiga games to modern operating systems written in #Java
Lionheart