Homebrew GameDev: • From Below (NES|2020) • Witch n' Wiz (NES|2021) • From Below Pocket (GB|2023) • Super Sunny World (NES|TBD) #nesdev #gbdev #ファミコン

Vancouver, BC, Canada
HI! I'm Matt! I'm coding a brand new platformer for the NES, inspired by Super Mario Bros 1 + 3. It's called... Super Sunny World 🌞 Follow me to get updates as it approaches alpha, and please repost to let other folks know about it! 📷 #nesdev #gamedev #screenshotsaturday
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The SNES is an amazing console, but ultimately I find the NES is what I play 99% of the time. I think the NES just much more "pick up and play" ready compared to a lot of SNES games. Both are essential consoles though!
Probably one of my hottest takes is that I think the NES has a better library than the SNES
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Looks so awesome! Would love to see it with a more "chill" camera though... I feel like I'm watching a twitch shooter or something 😅
Now we can dive under those cool blue waves! #indiegame #arcaderacing
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Matt Hughson (NES & Game Boy Developer) retweeted
Now we can dive under those cool blue waves! #indiegame #arcaderacing
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Another great retro game graphics starter kit by @ansimuz !
Build your own 8-bit Mega Man style action game! Complete kit: animated hero, enemies, FX, 4 themed areas (Bay, Forest, Pipes, Base) with 16x16 tiles, backgrounds & 4 chiptune music tracks! Link: ansimuz.itch.io/mega-bot #gamedev #pixelart #MegaMan #indiedev #gameassets
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I've been looking forward to this one for a while! The Angry Videogame Nerd 8-Bit by @megacatstudios
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It's crazy how much of a downgrade this game was compared to the later NES games in the series...
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Man, there's a lot of love for this game. I need to ho back and give it another chance!
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Super SUPER Sunny World?
Replying to @matthughson
Here's an attempt! I think 3bpp would be enough!
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I'm attempting to upgrade Sunny's sprites from 3 color NES to 16 color SNES... I have no idea what I'm doing. Recommendations welcome!
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Could this be the start of something... SUPER? #snesdev
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I know he's being facetious, but people would love to follow this kind of gamedev tbh...
Walked into Starbucks today. Guy in front of me typed a question into ChatGPT instead of Google. Just out in the open like that. In front of children. I left and went to the another coffee shop without WiFi. Took the window seat so people can see me working (it helps with my anxiety and also I want them to see me working). Today I'm coding my dream game. Started by drawing the whole roadmap with pen and paper (highly recommend this step). Then I hand-typed the code on my typewriter. None of that auto-complete or spellcheck crap. My buddy scans the pages and pastes them into a pre-AI version of VS Code. Turnaround is 5-6 business days. Last week he got one semicolon wrong and I lost a month. Live and learn. My game is already way better on paper than AI slop. It's a pixel art roguelike deck builder is all I'm going to say. The release date is 2031, or whenever my guy's scanner gets fixed. Stay human 🫡
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Seeking mailing list advice! 💌 I've been using @Mailchimp for many years, but hit a user limit on the free plan, so I need to switch, and I'm looking for recommendations. Required: * 1000s of subscribers * Free-ish * Avoid getting flagged as spam * User management
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My current plan is: 1. Sign up for Amazon SES 2. Install NEWSLETTER WP plugin 3. Connect the two and run a "self-hosted" solution Amazon SES costs about $0.10/1000 emails which is fine. I'm interested in feedback, especially around not getting flagged as spam.
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I'm combining more Super Sunny World movement with the dash mechanics ported over to the engine. It's not obvious in the last video, but the movement was more stiff; it was based on Mega Man with full control at all times. This change restores RUNNING, SLIDING, and more #nesdev
Can't have a Dash Move without a Ground Pound! #nesdev
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I did, however, drastically reduce the jump height of Sunny so that the dash bounce and ground pound had more purpose. Otherwise, Sunny can just jump almost anywhere and doesn't need to use the dash tech at all.
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I've added a little ((shockwave)) to the ground pound move! It will take out enemies, reveal items, and destroy blocks in a small radius around the player. #nesdev
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Can't have a Dash Move without a Ground Pound! #nesdev
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Of course, this also means there are new ways to design levels, hide pathways, and access items! #nesdev
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Finally I can say the Mario stole some of my ideas, instead of the other way around !😉
I’ve been working on a mod of Super Mario Bros. with Zapper support. One player plays as normal and the other can use the light gun to shoot blocks and enemies on the screen—or to make Mario huge!
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