At the end of last weeks diary, I was just getting to grips with the player movement and some bas... More »
With the basic design of my HUD finished, and the core dungeon generation code working well, it w... More »
In the last blog, I explained how I created the walls and doors of my dungeon, as well as how I a... More »
Moving from Stable 1.4.1474 to 1.4.1567 We will shortly be updating the version we have set to t... More »
For some time we've had requests to make some of the graphics pipeline more visible, so that deve... More »
After creating the base of my new game engine (see last weeks tech blog on procedural generation)... More »
In last weeks tech blog I went into some detail about the creative process behind making a game, ... More »
This weeks tech blog continues on in the spirit of the previous ones that Mike Dailly has written... More »
So if you followed my last emulator series, you'll know that I built up a lot of caches of shapes... More »
So in this, the last part of my Commodore 64 Emulator series, I want to talk about some of the op... More »
So in this chapter, I thought I'd tackle the tricky subject of SID chip emulation, both how I gen... More »
In this part, I'm going to start looking at sprites, and see if there's anything I can do in orde... More »
In this part, I'm going to start discussing how I handled the screen at the start of this process... More »
In this part I want to talk first about the CPU bug I had, and how I fixed it, then I want to dis... More »