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Developing retro games is always a dance of balancing features, processing speed, and cartridge space. Sloppy code or unrefined design can lead to a sloppy, slow game. However, clever design and masterful code can create a beautifully choreographed game. Programming the behavior of Voracious Ghosts in the Meating is an example of one such dance of development and design.
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Coding enemies is a lot like cooking. Answering the question of "How should this enemy behave?" is similar to answering "What should this sandwich taste like?" For both questions, the secret is in the ingredients.
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Working within the mathematical constraints of retro consoles like the NES can be difficult, but it will also make you a more creative programmer. All you need is the right techniques, like a butcher and his blade. Let’s examine how we can create movement mechanics within retro limitations.
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In order to create console-accurate pixel art, there are many restrictions that an artist has to follow in order to make their work functional. We've talked about 8bit systems in the past but today we'd like to enter the 16bit era, and teach you how to create gorgeous art on these beloved consoles.
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The memory capacity of a game cartridge has more to do with the amount of graphics it can handle or store. It affects the overall performance of the game, and what is possible for the game to do in terms of mechanics. This blog will offer a look at how these limitations can be overcome with creativity and planning.