SLIP SPEED: available *NOW* for #MSDOS, the Shareware hit of mid-April 2020! Inertial drift racing in 8bit colour 320x200 VGA! Fits on a floppy! Original FM OPL soundtrack by @martijnfrazer. May contain secret floppy disk mode๐พ?
Download from @itchiovoxel.itch.io/slipspeed
added bitmap font support to my #dreamcast renderer today. in the past i've only implemented fixed width fonts (suited for tile based 8bit consoles like NES and game boy) so I had some 'fun' working out variably sized glyphs. important but unexciting feature
#gamedev
This year we are sponsoring a Dreamcast game jam, Dream Disc '24!
There's cash prizes from a donation pool and the top 10 games will end up on a physical disc. Check it out!
orcface.com/events/01-dream-โฆ#dreamcast
#dreamcast#gamejam coming up December, early starts OK itch.io/jam/dream-disc-24 ๐ฟ make a little Dreamcast game and maybe get it included on a physical compilation disc like it's 1999 ๐ฟ
Test assets in a simple #dreamcast renderer I'm writing. Everything worked 'great' in the emulator but the real console had some issues with the triangles I was feeding it. Found a cheap solution that works for now by discarding any triangles that are partially behind the camera
trying to make a vertical STG for #famicom / #NES for this weekend's alakajam gamejam. Instead of targeting my usual baseline nrom cart config I'm giving myself strong MMC5 mapper and loads of prg/chr space, for fun :)
#famicom test - was going to do1 hour gamejam but instead made some parallax with no mapper. Game Boy could generate interrupts when certain scanlines were reached, but without extra hardware in the carts, the #nes can only do it once per screen. Could look nice with some polish