syntax error soft (Paul Nicholls)

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syntax error soft (Paul Nicholls)

syntax error soft (Paul Nicholls)

@SyntaxErrorSoft

I love old hardware, especially the #c64. Creator of #Pas6502 (Pascal to 6502 compiler) and #miniMIKE (#c64 game). Links: https://t.co/Szvv07vPs6

Tasmania, Australia Katılım Ağustos 2014
1.3K Takip Edilen1.4K Takipçiler
syntax error soft (Paul Nicholls) retweetledi
Cozy
Cozy@cosyposter·
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boa
boa@boakaraa·
A little platforming sequence from my game. #gamedev #indiegame #solodev
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Greatex
Greatex@cloudighodaro·
This has got to be the funniest video about the English language. For real English is crazy.
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MicroHobby
MicroHobby@MicroHobbyPapel·
Monkey Island NUNCA llegó a 8 bits. Lucasfilm lo descartó por "limitaciones técnicas". Andreas Larsson y Joachim Ljunggren llevan meses demostrando que se puede. En Commodore 64. Con assets redibujados desde cero. Eso es dedicación. Si queréis leer el reportaje completo en el #225, ya sabéis que hacer: tienda.hechoconpixels.com #Commodore64 #Retro
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syntax error soft (Paul Nicholls)
@subchrist Hi mate! I'm making a GameBoy tile editor, and was wondering if you'd be ok sharing your clipboard format for your awesome CharPad editor so I can copy/paste them directly into my editor. Also, do you have info on your .chm file format? ♥️
syntax error soft (Paul Nicholls) tweet media
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BadComputer
BadComputer@badcomputer0·
This week I've been working on the core (melee) weapon. It's now limited use and gives a score bonus for destroying an enemy. It feels more balanced but satisfying to use I think. #mastersystem #homebrew
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SausageWareGames
SausageWareGames@tomjamespotter·
Progress on enemy AI and hidden movement, but really unhappy with flickery screen drawing routines. Might need a trip back to the drawing board. #ZXSpectrum #8Bit #IndieDev #Sinclair
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0xC0DE
0xC0DE@0xC0DE6502·
Citadel 2 for Acorn Electron WIP. Unpacked sprites (not tiles, because some of these are recoloured on-the-fly 🤯) now stored in extra 16K RAM bank. Rewritten plot_sprite routine. Comparing MODE2 speed on Electron (left, no frame cap) to Beeb (right, with frame capping/syncing)
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MicroHobby
MicroHobby@MicroHobbyPapel·
Alien Breed en Spectrum. Sí, en serio. No es una broma. Markom ha lanzado una demo del clásico de Team17 con cinco niveles, scroll suave, color y atmósfera. El motor Ringo-8 de Dennis Grachev hace auténticos milagros. Verlo para creerlo. Y para hacerte con más frikismo retro... tienda.hechoconpixels.com #ZXSpectrum #Microhobby
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Mens_Corner__
Mens_Corner__@Mens_Corner__·
Bro chooses violence!
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Dante retro dev 💾
Dante retro dev 💾@dantemendes·
Ghouls 'n Ghosts for Mega Drive (Capcom/1989) is considered an accurate representation of the arcade experience, especially given the limitations of home hardware at the time. Programmed by Yuji Naka (before his work on Sonic the Hedgehog), he worked on reducing the code to fit in a 5-megabit (5 MEGA POWER) cartridge.
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Eclipse Blade - Wishlist now
Pure coding day today, no new visuals for now 😂 Just sharing a small behind the scenes story: when drawing the explosion animation, I tested two styles: an NES-like and an arcade-style one I went with the ring-shaped one to keep the NES feel in the end What do you think? Which style would you have picked? #indiegame #pixelart #retrogaming
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🇵🇹 Ninja Dynamics
🇵🇹 Ninja Dynamics@ninjadynamics·
SuperSolar - Dreamcast build Here's a sneak peak at the current state of the game on the Dreamcast platform, using the Redream emulator. The audio engine is now fully implemented, with high quality sfx and CD audio tracks. EDIT: The video recording ate the audio pretty bad. :(
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