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Balloon Pop!
So, if you have looked at our Work In Progress page you will notice that we have a lot of half-finished games and ideas that we plan to someday come back to. To be honest, the list on that page really only scratches the surface. I probably have 2 dozen…
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Nintendo Wii Flash Development
So we are just starting to experiment with Flash games designed specifically for the nintendo Wii. I started this process on Dec. 24th, the day the Wii opera Browser was downloadable. That day I got the first version of Fireworks Blast ready to work on the Wii. Thge first thing I…
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Haiku: Breakout 2600
Breakout 2600 Hypnotic death notes Each block wails an 8-bit tone Blinks out then silence Burrow A Hole Through Your color-banded shield Watch ball go ape-crap Difficulty B Paddle too tiny. Back to Difficulty A One last little block Yes! I cleared level two What? No…
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A different approach to path finding.
I spent the last week working on jStar. After researching and working with a* for the last few days, I came to the conclusion that while very powerful, it was slow and overkill for my arcade-adventure, shoot the robots game. Also, since the player is constantly moving, the recalculations using…
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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…
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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…
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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…
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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…
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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…
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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…
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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…
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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,…
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Zamboozal Poker Dice PC-DOS (1995)
The 1995 Version of Zamboozal Poker Dice Written in Borland C++ for DOS.
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Zamboozal Poker Dice – Atari ST (1990)
This is the Original Atari ST color version of Zamboozal Poker Dice written in STOS.
