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.
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