Retro Development
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Since moving around platforms is such an integral part of the platformer experience, it is crucial that this feels good to the player. Getting controls to feel just right though is a balancing act between in-game physics, collision, and game design. It is feat for the truly meaty at heart.
If this isn't you, fear not! Read on to find out more about these elements, and how we worked through them to make the jumping of Kon, a ghost minotaur, feel great in our upcoming NES platformer, The Meating!
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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...
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A guide to organizing banks of sprite and backgrounds tiles to optimize memory for the NES.
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An explanation of using banks for NES graphics.
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The second in a series about designing enemy concepts and behavior, using examples from Lethal Wedding.

