Creating NES Backgrounds and Graphics

Introduces NES palette restrictions and pixel art techniques by creating a background for an NES game.
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We Got Dungeons - Dev Log 3

  A look at structures and game objects for our tactical RPG on the Sega Genesis and Mega Drive.
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Review of Blake Harris' Console Wars

Written by long-time gamer and gaming enthusiast Blake J. Harris, Console Wars: Sega, Nintendo, and the Battle that Defined a Generation is an unique read that is differs from most books reviewed thus far. Its narrative style is what draws in the reader in and builds interest - even if he/she has no real understanding of the subject matter, the book establishes itself as a strong foundation for various viewpoints of analysis. The author goes at great length (600 plus pages in fact), to explore the subject matter of videogames as a competitive industry rather than the form of creativity...
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Review of Ian Bogost's Persuasive Games

It’s easy to draw from common knowledge and observation the impact of videogames in today’s culture.  Now more than ever audiences can experience virtual worlds filled with advanced computer-generated worlds, scenarios, and characters.  With this unique brand of interactive entertainment one calls into question the practices of this medium and how it continues to be a booming industry.   Why give your time and attention to this medium?  What should people invest in playing?  And to what extent are the intended messages being presented to the players?  All of these questions need to be answered but where to begin?   Ian Bogost...
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Super Nintendo Graphics Guide

Super Nintendo Super PPU Graphics Guide v0.1 (10/09/17) Mega Cat Studios    OVERVIEW OF PPU CONCEPTS Super PPU Super "Picture Processing Unit" Video controller chip that handles the SNES' tile graphics, scroll planes, and sprites. Similar in function to PPU in NES, but super VRAM "Video RAM" RAM used by the Super PPU Holds tiles Each screen mode uses a different tile size for tiles Sizes usually 8x8 px or 16x16 px per tile 64 KB of VRAM OAM "Object Attribute Memory" Holds sprite definition data Can hold data up to a maximum of 128 sprites Similar to OAM in...
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