N64brew user @salmorejobueno.bsky.social showcased Goblin Nights 64, a arcade management and turn-based combat game made with Tiny3D: www.youtube.com/watch?v=QXYi...
Goblin Nights 64 - Teaser
YouTube video by Tinto
youtube.com
goldenageturbo.bsky.social
@goldenageturbo.bsky.social
I'm making a game for PS1, N64, Sega Saturn, 3DO, Dreamcast, n-gage... https://www.youtube.com/@noahthepoohloudies8752
N64brew user @salmorejobueno.bsky.social showcased Goblin Nights 64, a arcade management and turn-based combat game made with Tiny3D: www.youtube.com/watch?v=QXYi...
Goblin Nights 64 - Teaser
YouTube video by Tinto
youtube.com
With the #ngage update I closed the circle, #ps1, #saturn, #n64, #dreamcast and #3do are all running on the latest version of the engine. Now I will fix a few more bugs and work on opening the patreon hopefully before the end of September #indiedev #retrogaming
This is the #ngage running the latest engine update. Before the latest round of improvements fps would hoover around 10-15 fps, now they range from 18-28 fps (1/4). #indiedev #retrogaming
Having fun trying to make some 90s renders for the manuals? in blender. Still WIP #retrogaming #indiedev
Small quick stop on #dreamcast. Bumped the texture resolution from 32x32 to 128x128. It looks really nice even on my lame composite capture card, and the game still holds up at 60 fps (640x480) Next back to #ngage to close the circle #retrogaming #indiedev
Smalls #3do update. Got rid of the crashes, and got around 10ms back by forcing the compiler not to read some 16 bit variables as 2 different bytes, but lost some of that gain on audio (works now, stored in VRAM), and rendering collectables (billboarded) (1/3)
I’ve seen this marketing stunt where devs slap an asset from game X into an “engine” on platform B and claim, X running on B! So on that subject... We got Super Mario 64 for #3do at home !!! #indiedev #retrogaming (1/3)
I managed to get a fz1 with a broken disc drive for a nice price, now I can put an ODE and get back to this soon :) bsky.app/profile/gold...
With the help of people at the 3dodev discord I manage to poke directly to the math coprocessor (more details below), this showed some promising results but when I burned a CD and tried on real hw it wouldn’t boot, prob something easy to fix but I need to get an ODE(1/5) #retrogaming #3do #indiedev
There are still things left to be tested (and fixed) for all platforms, but this is the first time since I started the project that #n64 #ps1 and #saturn are running on the same version of the engine #retrogaming #indiedev
Bringing back #n64 wasn’t difficult, the previous update was running on version pretty close to the new on, but there were some deeps to 27/28 fps. Here is short video explaining how I got rid of those. #retrogaming #indiedev
If you aren't already, you should check out @shannonbirt.bsky.social They've been working on some pretty incredible #homebrew projects for the #Sega #MegaDrive that really pushes the hardware Like this newest demo, showcasing full polygonal 3D graphics on stock hardware #gamedev #retrogaming #SGDK
* Sega Megadrive 3D V8 * Toni Galvez joined the project for GFX / models & level design 25% Larger Buffer 256x160. Music added - XGM1 works, XGM2 doesn't :-( Faster buffer swap, rewrote Quad Renderer. Added a 114 sprite multiplexor ( the background is all sprites ) Added Tilt effects :-)
This is the #ps1 running the latest engine iteration at 512x240. I want to push it to 640h to see if the GPU can handle it. Higher resolution improves stability when there's no subpixel precision, which would be a nice touch. Captured from real hardware. #retrogaming #indiedev
I started tinkering with homebrew back in late 2016. The first video is from July 2017 (#PSX), the 2nd is from Nov 2018 (#PSX) and the 3rd one is from Dec 2018 (#N64). Nearly 10 years of scraping together time to work on it, time flies, homebrew development doesn't 😅
Got it running at 30 fps throughout the hole level. If you are interested on the technical details here is another wall of text: pastebin.com/VyyAa1Hs Running on a stock #saturn Some glitches left, but those are easy fix. Now I can finally move to #ps1 #retrogaming #indiedev
An update on the #saturn version. I’ve written a technical wall-of-text XD if you want to understand better what’s going on in the video: pastebin.com/P08K3qv6 #retrogaming #indiedev
By default the player totally controls the camera, but I've implemented an option to pick how much do you want the camera to move behind the player (recorded on stock #saturn) (1/2) #retrogaming #indiedev
Fake water refraction and caustics running on a stock #saturn. (A simple wave function displaces the vertices and colors, I will slow it down a tad) Also implement stationary level particles, like those butterflies you can see there. #retrogaming #indiedev
The #SegaXtreme Saturn 31st Anniversary #Homebrew Showcase is upon us! Prepare to get spoiled by many impressive #SegaSaturn projects in the following weeks! One of them is this really cool #DragonBall beat'em up by "NaiSan" Download: drive.google.com/file/d/1p_Qf... #retrogaming #retro #gaming
Introducing PSoXide: an all-in-one #PSXdev environment #retrodev #PlayStation1 #ps1 #retrogaming #programming #coding #gamedev #indiegamedev #lowpoly
(Properly) Introducing PSoXide: an all-in-one PS1 dev environment
Hey everyone, I want to thank you all from the bottom of my heart for the amazing response to my first...
old.reddit.com
#saturn struggled to render the new level on real hw. I reshuffled all the morphing and got back 8ms, which benefits all consoles. but it broke all the ports again, mainly the asm/microcode. Didn’t feel like start rewriting all that today, so worked on this little cool effect😎 #indiedev #retrogaming
Fafling's back with a new version of his optimization patch for Saturn's Doom port! Check out just how much better it runs: www.segasaturnshiro.com/2026/05/13/f... #sega #saturn #segasaturn #retrogaming #retrogames #videogames #セガ #セガサターン
Fafling Optimizes Saturn Doom Even More
Homebrew developer Fafling’s back with a new version of his optimization patch for Saturn’s Doom port, now making some levels run at a frame rate 2½ times faster than the notoriously sl…
segasaturnshiro.com
My nearly eight hour “multi-part” video about Digital Pictures, a leading force of FMV games in the 1990’s, premieres live in about a half hour. Featuring mountains of unreleased footage, interviews, internal documents, and canceled games. youtu.be/QM-I1G_UEr0?...
Digging for Isix: A Digital Pictures History
YouTube video by PandaMonium Reviews Every NTSC-U Sega Saturn Game
youtu.be
Short video with some fixes, also showing the LOD/morphing that allows for relatively large environments to be rendered on #saturn using just a few quads. #retrogaming #indiedev
And back to the #saturn version. It took me nearly a day to compile a version of mednafen that would help me out with dev, and then another day to boot it. There are still some glitches, hopefully soon I can start working on improvements #indiedev #retrogaming
Some more improvements for #ngage. The raster has been improved a bit more and now music and FX are also playing in the background. More details about the process in a post below. #retrogaming #indiedev
#ngage raster fixed for the most part, not time to work on the optimizations :) #retrogaming #indiedev