Testing out some new movement physics today… Arthur’s going for a dive!
Backgrounds and sprite art from two fantastic classics. computeremuzone.com/ficha/8/sir-fr… spriters-resource.com/nes/ghostsngob…
#RetroGames #FanArt #GameDev #PixelArt #RetroGaming
Backgrounds and sprite art from two fantastic classics. computeremuzone.com/ficha/8/sir-fr… spriters-resource.com/nes/ghostsngob…
#RetroGames #FanArt #GameDev #PixelArt #RetroGaming
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Here I am again! I've been back to working intensively with @MSMakeCode Arcade and @TiledApp .
Backgrounds and sprite art from two fantastic classics.
computeremuzone.com/ficha/8/sir-fr…
spriters-resource.com/nes/ghostsngob…
Here's a little glimpse of my progress!
#fangames #retrogames
Backgrounds and sprite art from two fantastic classics.
computeremuzone.com/ficha/8/sir-fr…
spriters-resource.com/nes/ghostsngob…
Here's a little glimpse of my progress!
#fangames #retrogames
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I’ve started working on a utility to handle multiple layers of ZXP files (#ZXPaintBrush) with transparency support. It automatically calculates the tiles and the number of unique ones, so I can stay within the 255-tile limit.
#ZXspectrum #pixelart #retrogames #fanart
#ZXspectrum #pixelart #retrogames #fanart
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Last days working on ZX Spectrum screen design with #ZXPaintBrush. Optimizing the workflow to fit all TileSet tiles.
#ZXspectrum #pixelart #retrogames #fanart
#ZXspectrum #pixelart #retrogames #fanart
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Wrapping up the week with multi scroll movement tests. There are some sprite artifacts, but it’s already looking promising.
#gamedev #retrogaming #zxspectrum
#gamedev #retrogaming #zxspectrum
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In screens prepared with #ZXPaintbrush, color handling can be tricky. Especially when testing movement with #GuSprites and #ZXBorielBASIC. I used AI to generate a script that converts a ZXP into a visual 8×8 INK/PAPER + collision view, making it easier to spot what needs fixing.
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This week ... experimenting with different ways to implement horizontal scrolling.
Compatibility with the #GuSprites (@gusmanb) Tile map methods and acceptable performance.
All powered by #ZXBorielBASIC (@boriel)🕹️✨
Compatibility with the #GuSprites (@gusmanb) Tile map methods and acceptable performance.
All powered by #ZXBorielBASIC (@boriel)🕹️✨
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Back again! Making progress with #ZXBorielBasic + #GuSpritesZX . Testing the JUMP system.
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First day of the year, working on more proof-of-concept tests.
• 16×24 px sprite
• Multicolor game screens converted to tile reduction
• Sprite animation 🎮
#ZXBorielBasic with #GuSprites
• 16×24 px sprite
• Multicolor game screens converted to tile reduction
• Sprite animation 🎮
#ZXBorielBasic with #GuSprites
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Hi again! Over the last few days I’ve been working with @TiledApp to design 8-bit games for the #ZXSpectrum.
This is a first proof of concept. The map was taken from a #GameBoy game on @SpritersRes and converted using #ZXPaintbrush.
This is a first proof of concept. The map was taken from a #GameBoy game on @SpritersRes and converted using #ZXPaintbrush.
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And thanks to #ZXBorielBASIC
@boriel
and the #GuSprites
@gusmanb
library, I’ve been able to create a very simple movement test.
@boriel
and the #GuSprites
@gusmanb
library, I’ve been able to create a very simple movement test.
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More level design tests with @TiledApp . Adding new possibilities to extract a JSON file that defines the behavior of the sprites in the level.
#fangames #retrogames
#fangames #retrogames
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Setting up the stage for #MUGEN-style characters! @TiledApp gives endless possibilities depending on the kind of retro game you’re building.
#fangames #retrogames
#fangames #retrogames
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Here I am again! This time trying out Fighter Factory Studio — thanks to M.U.G.E.N. Archive, there are tons of assets that could be converted into Retro 8-bit games.
Turning high-quality graphics into 8-bit resolution is quite a challenge!
#MUGEN #FighterFactoryStudio #FANgames
Turning high-quality graphics into 8-bit resolution is quite a challenge!
#MUGEN #FighterFactoryStudio #FANgames
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