I forgot to post here until now, but I updated my Retro Puzzle Maker with a bunch of new features a couple weeks ago. Some of the new features include:
- Up to 64 bigger levels
- User-friendly level designer
- Gameplay animation
- Intro/story screen
- Customizeable title screen + credits
- Customizeable graphics + music
- Smaller rom size (nrom, just like Micro Mages!)
- Per-level gameplay styles
I hope this helps you make something awesome!
Try it out at puzzle.nes.science
ps: The site currently has an issue where comments don’t show up unless you view the site on a mobile device. I’m not sure why, but it seems to have something to do with recent WordPress updates. I’m looking into it, but I suspect I will have to change themes for it to work. If you want to contact me, my email and twitter are always open!
It’s been a while since the last update, but I have something new to share. I spent some time building up a little tool to make simple custom tiles, usable in NES and Gameboy games. (Or any modern engine) This might be useful to prototype your next game, or to quickly generate assets during a game jam.
Check it out here!
PS: This was heavily inspired by 0x72’s 2BitCharactersGenerator – you should try that out too!
It’s been a good 5 years, but it is time to wind down the Gameboy Game Builder project. In around 1 month, on or around July 10th 2021, the application and all data will be taken down. Please be sure to grab your rom and any data you’d like before then.
If you see this message past that date, please feel free to reach out to me personally to recover your data. I can’t promise that I’ll be able to do it, but I’ll try my best!
The reason for this is that some of the tooling I used to create the website has moved on. With very little use of the site, it doesn’t make sense to continue updating it, especially since as far as I can tell, the site hasn’t seen much of any use in the past year.
Thank you to everyone who gave it a shot! This likely won’t be the last game development tool I attempt to make. nes-starter-kit is still alive and well supported! (I haven’t made a lot of changes, but I respond to any github issues promptly, and am open to ideas!)
Ever want to make your own NES game? Want to make it on an NES too? Check out Retro Puzzle Maker – a quirky little toy I made over my winter break.
Check it out here!
Just a quick update: I released another NES game for Ludum Dare. For those unfamiliar, Ludum Dare is a 48/72 hour coding competition. It features a dog trying to escape a collapsing world.
It was built using nes-starter-kit, and served as a bit of a first full-fledged test of it. As a result of making it, I also have a number of improvements for the tool lined up.
Overall I am quite pleased with how it came out.
Check it out on the game’s page!
Closing In: Barney’s Daring Escape
My big focus in personal projects is obviously retro gaming, but sometimes I run into an annoying problem that hasn’t really been solved the way I want to, and have to dig in.
I do web-based stuff sometimes, and to get started it often helps to have some dummy data to work with – when I looked recently I found two useful modules: Faker, which let me create fake data, and JSON Server which would create a server with real data based entirely off a json object. These both helped, but there was quite a bit of work to fit together a json object with all of the fake data. So, I put the two together!
cruddie-mock is a globally-installed nodejs command that will spin up a RESTFul server based on a bunch of json files describing your models – complete with randomized-but-believable data. If the results aren’t clear, check out the application example, which can be run locally.
If this sounds useful, check it out on Github!
I’ve been pretty quiet about game dev for a while, but that doesn’t mean it was forgotten. Since I went to MAGFest this year, I’ve been kind of obsessed with the idea of making retro development easier. The people I met made me realize that a lot of people want to get started, but aren’t sure how. While there are a lot of good options out there already, I realized there just might be a space for a code-based starter kit.
So, I made one!
nes-starter-kit is an attempt to make NES homebrew more accessible. It is presented as an intentionally short zelda-esque NES game, combined with a guide to update/change/replace every part of it. (Click above to play the game!) All changes can be done in C – no lower-level coding is required.
* The game uses neslib and some custom extensions written in 6502 assembly, which should cover your needs without modification. If you want to tweak these or write some code in assembly, there is some guidance in the 5th section for this.
This is still very much a work-in-progress. The game is functional – it has collisions, enemies, and a way to win/lose. There are plenty of features that could be added, and I have a couple queued up, but I want to leave a lot up to creators. I do have some concerns about performance – I am preferring readability and easy editing over everything else. So far I haven’t run into any major issues, but I am worried other developers might. I am also not sure how useful it is with NESMaker on the horizon.
The guide is broken into 5 sections, and is about 25% complete. My current plan is to focus on this for a while, sneaking in some new code changes when I get tired of writing.
Anyway, everything’s available on github: click here!
There’s also a thread about it on NesDev here, if you’d like to discuss!
Let me know what you think if you decide to check it out! Is this something you would use?
Github PRs/issues/etc also always welcome.
Squishy the Turtle is on display in the Indie Arcade at MAGFest this year! Thanks to the wonderful people at Babycastles, it is being showcased on a Super Gameboy, in a cozy turtle tent! If you’re here, check it out!
Of course, this warranted giving the game a little extra love – I released a special MAGFest edition featuring a high score table for fastest completion times! It also features some minor graphical/movement fixes, as well as some level tweaks to be more fair. The new version is not available on the site yet! I plan to do that after the dust settles post-MAGFest.
Anyway, that’s it; I hope some folks get to play it and enjoy it!
Results just came out for Ludum Dare 40, and I did the best I’ve done so far. I won’t go into numbers here, but you can check them out on the Ludum Dare page if you’re interested. I’m quite happy with the game I created, and it’s definitely reassuring to see others scored it well.
I thought I’d post a postmortem before I forget anything more about it. I might try to do this more with game jams; will see how it goes. It’s a bit long and rambly, so click in if you’re interested.
I spent some more time with my Gameboy game builder (AKA classicgb) recently, and the results are surprisingly good. I spent some time adding scroll animations, as well as tweaking the collision physics a bit. There have also been a lot of more minor changes in the builder. The end result is that created games feel much more solid!
There is still plenty to do; the editor still isn’t all that user-friendly, and the map editor is sorely missing some convenience features, to name a few. I’ll likely continue experimenting with this in the near future.
Want to make a gameboy game? Head on over to the Gameboy game builder!