Graphical User Interface History
Graphical User Interface History
Today is going to be spent authoring collision on the original Shinobi maps using the excellent Tiled from @bjorn .
I might have a pop and completing some of the weird maps left in the ROM too.
Dev Update 2 on my Shinobi: Commander X16 rewrite.
I've moved to arcade fidelity graphics, which look absolutely awsome on the Commander X16!
https://www.youtube.com/watch?v=TntV3rE6Dg4
#RetroGameDev #GameDev #DevLog #Homebrew #IndieGame #C #CommanderX16 #X16 #VERA #Shinobi #SEGA #Arcade #ReverseEngineering #MAME #RetroComputing #8bit

Think I'm just about ready to start using this now. Will also throw it up on Codeberg at some point. Properly documented of course.
Minified, this whole engine is a single 17KB Javascript file, and approx 2KB of that is the MIT license text. 😁
The font adds an extra 8.8KB but isn't technically needed, and again that includes the MIT text.
I do plan on adding more to it yet mind. Eventually.
AlleyQuest: An Interview With the Developer Bringing a 1983 Classic Back to Life "On staying faithful to a classic, tackling level design, and the power of Phaser Editor." https://phaser.io/news/2026/04/alleyquest-how-one-developer-is-bringing-a-1983-classic-back-to-life
After a detour through a top‑down prototype, a single tip from a fellow retro‑dev sparked a new direction
https://www.youtube.com/watch?v=fWALZHOpN0I
#gamedev #retrogamedev #retrocomputing #retrogaming #msdos #indiedev #devlog #pascal #turbopascal

Tessarium is a tile-first retro #pixelart level editor, built for the #Nintendo #Gameboy / GBColor #development and smoother GB Studio workflows by Joel J Games