Zeta

@zeta0134.bsky.social

Programmer, musician, 6502-tickler

On a whim, I wrote a memory viewer for Tactus. Up top we have 2k of IWRAM, followed by the first 8k of PRG RAM, which contains most of the interesting game state. Every square is 256 bytes of memory. It's real fun watching the RAM dance to the music. #gamedev #nes #retro

Put together a little gameplay trailer for the Steam page! This is my first time using kdenlive, though it certainly got the job done. I think I'll need to splash in other tools for motion graphics. Learning as I go here, this is all new territory for me. 😅 #gamedev #indie #kdenlive

Moles were feeling weak. So, I reworked them to pop up more quickly, and added elemental variations to their attacks. The tethered wrenches are easily my favorite! Wrench jumping is still technically a valid strategy, but Earth and Air moles now need appropriate resistances. #gamedev #nes #indie

Check out this very WIP effect for "stability" in my warp zones. This is just the torchlight system under the hood, but there's no reason the alternate tiles have to be "lightness variants" exclusively. Needs tweaking, and less placeholder walls. #gamedev #pixelart #nes

Finally working on a new in-game area. I've just reworked the tile compression system (I *have* tile compression now) and that means I can go nuts with metatile variants without blowing out my CHR budget. I haven't even started on detail structures and I already love how this looks. #pixelart #nes

It's gameplay footage from Tactus. The player stands in a dark, dingy room, surrounded by purple walls adorned with industrial orange stripes. Lining the back wall are three variously colored machines, adorned with flashing lights. Who knows what they're for.

After a few more rounds of polish, the new VWF system for dialog is complete! Here's a quick tour of the new stuff it can do. Being able to mix and match all unicode glyphs on an NES is wild. (Pay no attention to the Combat Anchor's brief visual bug. I see it. 😱) #gamedev #nes #pixelart

I'm so happy right now! My very complicated VWF system just drew its first lines of text today. The core is working, but lots of little polish-y details remain. This is software-rendering these glyphs directly into CHR patterns on the fly. Goodness, the code is messy! #gamedev #nes #retrodev

Welcome to Debug Zone! (Sorry, no fancy music.)

I'm finally working on implementing nasin nanpa kijetesantakalu in Tactus. It's sure to be very helpful on your runs! #gamedev #tokipona There are so many different ways to draw numbers in this game. It's gonna take a bit to work through them all, but I've committed to the task, yes yes!

"nasin nanpa kijetesantakalu"
All numbers are replaced with kijetesantakalu.

If you'll pardon a bit of shameless self-promotion, Tactus is now available for wishlisting on Steam! 🎉 Digital copies will also include an NES ROM, compatible with modern emulators and dev carts. "Wishlist Now!", "Tell your friends", other clichés, etc! store.steampowered.com/app/4129270/...

Tactus on Steam

A rhythm-based dungeon crawler with authentic retro charm. Explore mysterious ruins, find powerful weapons, and slay to the beat. Designed and built for the original NES, playable on Steam with modern...

store.steampowered.com

Playtesting revealed that damaging hits weren't obviously successful-looking enough. I realized I can repurpose the coin system to also handle these bouncy damage indicators. Now, if you don't defeat a foe outright, you can see how much damage your (possibly buffed) attack did. #gamedev #nes

The results for the #SuperMAGFest2026 Indie Retro Showcase winners are here! 🏆 🔊 Best Sound Design: Tactus by Phonorail LLC 🎨 Best Art Direction: Wicked Plague by Locus Motion 🕹️ Best Gameplay: The Adventures of Panzer: Frontiers by Pixel Craft 🎮 Best in Show: Light from Within by Atarath Games

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The slime is one of the oldest enemies in this game. Three years ago, targeting 64 kB compo constraints, one "look to camera" pose was acceptable. Today I decided to overhaul the artwork and give all slimes "lookahead" powers. Hopefully they're now much easier to predict. #pixelart #gamedev #nes