Tagged "game design"
Advice and lessons learned from retro video game development.Read more →
Table of Contents Introduction 3 Overview of Chroma Integration in Coffee Crisis 4 Installing Razer Synapse for development 11 Installing UnityChroma(Native) SDKs 12 Creating animations 13 Testing on real/emulated hardware 18 Behind the scenes look 19 Introduction We, Mega Cat Studios, have recently wrapped up development on Coffee Crisis, a multiplatform 2D Beat'em Up game for Sega Genesis, PC, and Xbox One! One of the features exclusive to the PC port that we implemented into Coffee Crisis was Chroma support. Chroma is a unique, proprietary, next-generation technology that Razer implements into its product line of high-end gaming equipment, which...Read more →
An in depth guide for using a virtual machine to help speed up iterative testing for NES game development.Read more →
All of this information is getting pulled from the following series of videos. If you are planning on doing anything along these lines, it is a great idea to not only read this document, but also watch the videos that are being referenced. They break down how to do these effects piece by piece in order to achieve these impressive effects: https://www.youtube.com/playlist?list=PLi29TNPrdbwJLiB-VcWSSg-3iNTGJnn_L 2-Color 60FPS Full Screen Animations https://youtu.be/c-aQvP7CUAI Doing a full screen animation, even at two colors, at 60 frames per second would obviously be way too large to fit on a Genesis game. Even with compression it...Read more →
Tips for working with metatiles to maximize space in retro video games for optimal level design.Read more →