Using Excel to plan jump physics. #NoseyJoeC64
Tag Archives: development
Zombiehunter Bob is “finished”
Tomorrow is the submission date for the NESmaker ByteOff 2022 competition. I have been working on this project for almost six weeks now and I feel the game is as good as it’s going to get for now. Sure there are a few bugs here and there, but I found that trying to fix all these bugs right before the end is not a good idea. I ended up breaking more stuff in the code and it’s just not worth it. So, here it is.
Zombiehunter Bob boxart update
I made another attempt at the boxart for Zombiehunter Bob today. It came out a bit better than the last attempt LOL.
Nosey Joe C64 Update
After two months of development I finished up Nosey Joe for the Commodore 64. It’s complete… But… I was not happy with it. To be honest it was kind of boring. Even though I added power ups, cutscenes, items to collect and a final boss fight, it was still not that much fun to play. I decided to make the entire game from scratch. Yes. Completely from scratch. The entire engine, tweaking the story, making more fun and interesting levels and plans to have several boss fights. This time I’m doing a lot more planning than last time, and thus I have much more confidence that this will be a really fun game to play. I’ll eventually upload a playthrough of the abandoned game and upload it to YouTube (and link it here). So stay tuned for more updates from the new and improved “Nosey Joe VS. The IT-bandit” for C64.
Nosey Joe on Commodore 64
Nosey Joe is coming to the Commodore 64. This time he has a new nemesis.
Nosey Joe VS. The IT-Bandit