Tag: sprites
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NES/Famicom game programming discoveries
Working on a NES game you are treading in the footsteps of programmers from the 80's, and going back to modern development feels strangely bloated and inefficient in comparison. This is a log of some of the things I've encountered writing game code for the What Remains project. Firstly, although it seemed like a lunatic…
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A 6502 lisp compiler, sprite animation and the NES/Famicom
For our new project “what remains”, we’re regrouping the Naked on Pluto team to build a game about climate change. In the spirit of the medium being the message, we’re interested in long term thinking as well as recycling e-waste – so in keeping with a lot of our work, we are unraveling the threads…
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Fast HTML5 sprite rendering
After quite a lot of experimentation with HTML5 canvas, I’ve figured out a way to use it with the kind of big isometric game worlds used for Germination X which are built from hundreds of overlapping sprites. There are lots of good resources out there on low level optimisations, but I needed to rethink my…