Dullahan Software
@dullahansoft.bsky.social
π€ 262
π₯ 38
π 71
Official account for Dullahan Software. NES homebrew.
https://nebsndebs.com/
Added new soccer sub-menu with the different maps....it's tough, but I like the meteor the best
#nesdev
#indiedev
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19 days ago
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Working thru bugs with the soccer ball anim. The diagonal cases are a lil wonky...
#nesdev
#indiedev
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22 days ago
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The soccer ball didn't want to be left out I guess?...
#nesdev
#gamedev
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26 days ago
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Game mode select screen finished for now...including tanks and cursed game breaking soccer ball
#nesdev
#indiedev
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26 days ago
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Experimenting with a concept for the game mode selection screen...
#nesdev
#homebrew
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27 days ago
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Finishing touches for the title screen. On to the post-race screen!
#nesdev
#homebrew
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29 days ago
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It has been 0 days since I finally got 2 VRC6 IRQs firing in one frame on the NES. Using them to swap in the flag animations for Rally Rally Rally title screen.
#nesdev
#gamedev
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29 days ago
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Working on the Rally Rally Rally title screen this afternoon
#nesdev
#gamedev
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30 days ago
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New cup select screen going in for Rally Rally Rally.
#nesdev
#gamedev
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30 days ago
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put-put-put-ing into the new year. Lots of new stuff coming so stay tuned!
#nesdev
#gamedev
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about 1 month ago
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reposted by
Dullahan Software
Kevyn
4 months ago
Hey
#PortfolioDay
I do chunky Pixel art & Animation Do you have a game that needs a bunch of enemies? I am ready to unleash my power !! Portfolio:
kevynstott.tumblr.com/
Email:
[email protected]
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Never seen a vulture in the wild do that before!
#nesdev
#rx3
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4 months ago
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Room transitions working in Janus. Kept it simple and dropped about 80% of the IRQ nonsense I was attempting before...#nesdev
#gamedev
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4 months ago
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reposted by
Dullahan Software
Homebrew Factory
5 months ago
Great news for our American customers! π Orders to the USA are finally back! πΊπΈ Weβre now working with
@dalyengames.bsky.social
, a true homebrew enthusiast, who will act as our distributor in the US. Shipping fees stay the same, no extra charges, and no new customs taxes for you.
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"Joust" races have been a tricky mechanic in Rally Rally Rally. Still trying to find the right mix to make it interesting for 1-player...
#nesdev
#gamedev
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6 months ago
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Trap deployments working. Guess I have to implement an enemy real quick so they can do something!
#nesdev
#gamedev
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7 months ago
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OK, just implemented simple input buffering for movement and actions and glad I did. Rolling into a buffered shot is so cool!
#nesdev
#gamedev
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7 months ago
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Listen to 10 times a day for 2 weeks and let me know if your symptoms persist after that...
add a skeleton here at some point
7 months ago
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Basic state machine with movement and projectiles now working. Up next, rolls & traps!
#nesdev
#gamedev
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7 months ago
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Workshopping movement today. For now going with simple 4-directional with velocity a little under 1 px a frame.
#nesdev
#gamedev
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7 months ago
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But how much boost is too much boost?
#nesdev
#gamedev
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7 months ago
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Inspecting drivetrain power levels. Something is up with my primitive rubber-banding and why isn't the power dipping on collisions?!
#nesdev
#gamedev
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8 months ago
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RAWR!
#nesdev
#gamedev
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8 months ago
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So maybe you have a point about the boost having too much juice....
#nesdev
#gamedev
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9 months ago
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reposted by
Dullahan Software
Kulor Research Labs Inc.
9 months ago
contrary to popular belief, I do still famitrack! here's a level theme for a burger joint deep in the primordial forest (it's called Dino-Burger), for an upcoming NES+VRC6 top-down racing game by
@dullahansoft.bsky.social
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Increased drag and a lil' Y bounce and cobblestone driving feels good--I mean bad....I mean you know what I mean
#nesdev
#gamedev
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9 months ago
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I wonder if I can make driving on cobblestone here just as bad as it is in real life
#nesdev
#gamedev
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9 months ago
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Space....race.
#nesdev
#gamedev
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10 months ago
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reposted by
Dullahan Software
Kulor Research Labs Inc.
10 months ago
This time we got a music post +
#rexnobilis
update twofer: here's a sneak peek at the 100% homegrown music engine and a WIP of one of the boss tunes for my SNES bullet hell Rex Nobilis!
#screenshotsaturday
#indiedev
#snes
#γΉγΌγγΌγγ‘γγ³γ³
#γΉγΌγγ‘γ
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Hitting the limits of 12-n vector maps for CPU piloting (map is on the left). Even with reduced speed and increased cornering it's a tough time on a course like this!
#nesdev
#gamedev
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10 months ago
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Working on dino race courses, complete with palette-cycling lava...
@kevynstott.bsky.social
is the current speed good?
#nesdev
#gamedev
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10 months ago
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The meanest thing I've ever done...and in the 2nd level! Believe it or not that part was even harder in earlier versions.
#nesdev
#gamedev
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10 months ago
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Scrolling down with a static HUD and a seam skip works great! Scrolling up with a static HUD and a seam skip...
#nesdev
#gamedev
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10 months ago
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Making progress on VRC6 raster effects...thx to a random CV3 blog with disasm... (you can see the seam being skipped to the left)
gmvania.blogspot.com/2012/08/book...
#nesdev
#gamedev
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10 months ago
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It's been baby-steps with the 4-way screen transitions....Need to troubleshoot my IRQ next.
#nesdev
#gamedev
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10 months ago
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Testing the new City tile-set. These straight race courses are an experiment. Will be interesting to see how ppl like them in playtesting (hoping for chaos with collisions and missiles)
#nes
#famicon
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10 months ago
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reposted by
Dullahan Software
Kulor Research Labs Inc.
10 months ago
Here's some of
@klonoz.bsky.social
's smooth-as-butter (60 FPS!) animations for your rust bucket ship in Rex Nobilis, our SNES bullet hell! She may not look like much, but she's got it where it counts, kid...
#screenshotsaturday
#indiedev
#snes
#γΉγΌγγΌγγ‘γγ³γ³
#γΉγΌγγ‘γ
#rexnobilis
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The new rendering code in Janus is working fine--why do you ask?
#nesdev
#gamedev
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10 months ago
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reposted by
Dullahan Software
11 months ago
Phew! 44 fonts for GB Studio and retro dev! A variety of styles and sizes and with .ttf files too!
2bitcrook.itch.io/44-game-boy-...
#pixelart
#gbstudio
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Driving through the magic wood.
#nesdev
#gamedev
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11 months ago
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Driving through the Old West today thanks to
@kevynstott.bsky.social
#gamedev
#nesdev
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11 months ago
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Debugging doors...If I had a dollar for every invalid code I op'ed...
#nesdev
#gamedev
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11 months ago
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Creating way too many door experiments... <racks brain for all the ways trap doors work in Link to the Past>
#nesdev
#gamedev
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11 months ago
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Leave it to doors to expose more bugs...this time something to do with attributes. Need to fix that before I can work on room transitions.
#nesdev
#gamedev
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11 months ago
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Actor pipeline working. Coordinates & coroutine pointers are encoded from Tiled. Using same coroutine + costume structure as my other games. Similar to how Maniac Mansion for the NES does it too.
#nesdev
#gamedev
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11 months ago
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Dynamic tiles per templated room...now with attribute bytes working (colors). For the actual game I'll likely not customize a room this much...#nesdev
#gamedev
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11 months ago
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"Dynamic" tile updates working (sans attribute color). Each room has a template, and then a dynamic layer to mix things up. I think I read once that this is how Capcom Zeldas encoded rooms...
#nesdev
#gamedev
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11 months ago
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Got the dungeon room pipeline working, including the pesky attribute boundary between the HUD and play-view.
#nesdev
#gamedev
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11 months ago
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Now where was I...
#nesdev
#gamedev
#janus
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11 months ago
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