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    Path finding…sucks!

    Ok, so I can count all of my previous experience programming path finding algorithms on two fingers. The first was in high school when Steve and I had a very rudimentary computer class instead of typing. One of the basic programming tasks we were asked to perform was to make…

    January 14, 2007
  • Uncategorized

    Pixel Art, Game Design, Legos, and more

    Even before we owned a computer or game console, Steve and I were designing games. All the way back in 1978 I was borrowing graph paper from my dad and designing pixel art of space ships, baseball games, and what not. Computer graphics design was a brand new field, and…

    January 10, 2007
  • Uncategorized

    Garage Launched Games!

    Garage Launched Games! If you haven’t read Steve’s first blog entry, you should take it in. It describes how we started making games (or at least how we started to want to make games), and gives you an idea of how little time we really have to make games in…

    January 7, 2007
  • Uncategorized

    Retro Gone Berserk. Christmas is over time to start again.

    Over that last few days working on the game has been a learning experience and an exercise in frustration. I finally found a halfway decent running animation to use as a template. It came from the 2600 version of Miner 2049er. Having finally found a decent animation, I dug into…

    December 29, 2006
  • 8bitrocket Features

    Retro Gone Berserk Day Two – When you can’t draw, you improvise

    Today I had time to work on the very very basic Flash version of the demo game. I have decided to make it as close to Bersek as possible for this first tech demo.  I currently have a room generated and a player running around the room, controlled with the…

    December 18, 2006
  • 8bitrocket Features Uncategorized

    Retro Gone Berserk Day One

    I was able to squeeze in a little work on the new game between trips to various shopping centers for Christmas presents. One thing I wanted to research is how collision detection is done in these overhead perspective retro games. I fired up the Atari 800 KRAZY Shootout first to…

    December 17, 2006
  • Features

    I’m itching to start a new game.

    With Retro Blaster nearly complete, I have decided to start on a new game. This one will be very simple. I plan to do a few simple games in the next few weeks to try out my bitmap animation techniques in a variety of more simple shooters.  Since I love…

    December 16, 2006
  • 8bitrocket Our Games Uncategorized

    Retro Blaster is coming

    Right now, Steve is putting the final touches on the technical design for our 8bitrocket.com site. It won’t be spectacular looking, but that is because we want a pretty basic site.  While he is doing that, I am finishing up my latest game called Retro Blaster. It is basically Asteroids,…

    December 15, 2006
  • Our Games

    Brickbasher: No Way Out (2006)

    August 12, 2006
  • Our Games

    Raindown Fireworks Show (2006)

    July 1, 2006
  • Our Games

    Firework Blast! (2006)

    July 1, 2006
  • Our Games

    Brickbasher (2004)

    July 1, 2004
  • Our Games Uncategorized

    Zamboozal Poker Dice PC-DOS (1995)

    The 1995 Version of Zamboozal Poker Dice Written in Borland C++ for DOS.

    January 1, 1995
  • Our Games

    Zamboozal Poker Dice – Atari ST (1990)

    This is the Original Atari ST color version of Zamboozal Poker Dice written in STOS.

    July 17, 1991
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