It is currently Tue May 23, 2017 1:44 pm

All times are UTC - 7 hours





Post new topic Reply to topic  [ 3 posts ] 
Author Message
PostPosted: Wed Apr 26, 2017 6:16 pm 
Offline
Site Admin
User avatar

Joined: Mon Sep 20, 2004 6:04 am
Posts: 3417
Location: Indianapolis
Here's an interesting little article:
http://sourcegaming.info/2017/04/19/kirbys-development-secrets/

Clearly that wasn't used to CODE the games, but for creating data and stuff, it makes sense.

Also, it was said that Kirby Super Star was originally developed for Famicom.


Top
 Profile  
 
PostPosted: Wed Apr 26, 2017 6:37 pm 
Offline
User avatar

Joined: Sat Jul 12, 2014 3:04 pm
Posts: 790
Fascinating stuff.


Top
 Profile  
 
PostPosted: Fri Apr 28, 2017 11:41 pm 
Offline
User avatar

Joined: Mon Oct 06, 2014 12:37 am
Posts: 168
Memblers wrote:
Here's an interesting little article:
http://sourcegaming.info/2017/04/19/kirbys-development-secrets/

Clearly that wasn't used to CODE the games, but for creating data and stuff, it makes sense.

Also, it was said that Kirby Super Star was originally developed for Famicom.

Heh, neat! I had a similar setup with Cat Quest a while back, with full, on-screen debugging.

Attachment:
CQVnVV3UsAAANQw.png
CQVnVV3UsAAANQw.png [ 2.12 KiB | Viewed 138 times ]

A code-base like this is great for seeing how enemies will behave directly in the game world.

A slightly updated version of this same engine, allowed me to load (and edit) maps, to test multiple enemies in.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 3 posts ] 

All times are UTC - 7 hours


Who is online

Users browsing this forum: Bing [Bot], dougeff, Google [Bot] and 4 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group