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#retrogame — Public Fediverse posts

Live and recent posts from across the Fediverse tagged #retrogame, aggregated by home.social.

  1. @musicvsartstuff thank you for hosting another ☺️
    And should anyone ever feel the need to release some angry steam during work, check out Casual Desktop Game. 🤘

    ➡️ Play for free via Steam: store.steampowered.com/app/100

  2. @musicvsartstuff thank you for hosting another #ScreenshotSaturday ☺️
    And should anyone ever feel the need to release some angry steam during work, check out Casual Desktop Game. 🤘

    ➡️ Play for free via Steam: store.steampowered.com/app/100

    #gamedev #gamedevelopment #indiedev #retrogame #nostalgia

  3. @musicvsartstuff thank you for hosting another #ScreenshotSaturday ☺️
    And should anyone ever feel the need to release some angry steam during work, check out Casual Desktop Game. 🤘

    ➡️ Play for free via Steam: store.steampowered.com/app/100

    #gamedev #gamedevelopment #indiedev #retrogame #nostalgia

  4. @musicvsartstuff thank you for hosting another #ScreenshotSaturday ☺️
    And should anyone ever feel the need to release some angry steam during work, check out Casual Desktop Game. 🤘

    ➡️ Play for free via Steam: store.steampowered.com/app/100

    #gamedev #gamedevelopment #indiedev #retrogame #nostalgia

  5. @musicvsartstuff thank you for hosting another #ScreenshotSaturday ☺️
    And should anyone ever feel the need to release some angry steam during work, check out Casual Desktop Game. 🤘

    ➡️ Play for free via Steam: store.steampowered.com/app/100

    #gamedev #gamedevelopment #indiedev #retrogame #nostalgia

  6. #TodayInHistory 1996 - #Sony releases the Crash Bandicoot video game for the #PlayStation a platform game developed by Naughty Dog.

    The player controls Crash, a genetically enhanced bandicoot created by the mad scientist Doctor Neo Cortex. Crash aims to foil Cortex's plans for world domination. The game is played from a third-person perspective in which the camera trails behind Crash

    The game went on to sell over 6 million units, making it one of the best-selling PS games.

    #retrogame

  7. #TodayInHistory 1996 - #Sony releases the Crash Bandicoot video game for the #PlayStation a platform game developed by Naughty Dog.

    The player controls Crash, a genetically enhanced bandicoot created by the mad scientist Doctor Neo Cortex. Crash aims to foil Cortex's plans for world domination. The game is played from a third-person perspective in which the camera trails behind Crash

    The game went on to sell over 6 million units, making it one of the best-selling PS games.

    #retrogame

  8. #TodayInHistory 1996 - #Sony releases the Crash Bandicoot video game for the #PlayStation a platform game developed by Naughty Dog.

    The player controls Crash, a genetically enhanced bandicoot created by the mad scientist Doctor Neo Cortex. Crash aims to foil Cortex's plans for world domination. The game is played from a third-person perspective in which the camera trails behind Crash

    The game went on to sell over 6 million units, making it one of the best-selling PS games.

    #retrogame

  9. #TodayInHistory 1996 - #Sony releases the Crash Bandicoot video game for the #PlayStation a platform game developed by Naughty Dog.

    The player controls Crash, a genetically enhanced bandicoot created by the mad scientist Doctor Neo Cortex. Crash aims to foil Cortex's plans for world domination. The game is played from a third-person perspective in which the camera trails behind Crash

    The game went on to sell over 6 million units, making it one of the best-selling PS games.

    #retrogame

  10. #TodayInHistory 1996 - #Sony releases the Crash Bandicoot video game for the #PlayStation a platform game developed by Naughty Dog.

    The player controls Crash, a genetically enhanced bandicoot created by the mad scientist Doctor Neo Cortex. Crash aims to foil Cortex's plans for world domination. The game is played from a third-person perspective in which the camera trails behind Crash

    The game went on to sell over 6 million units, making it one of the best-selling PS games.

    #retrogame

  11. In our NES Zapper game, Gunhawk, players used to only be able to fire when their weapon was fully charged. It didn't take long for me to switch to the current version where players have the option to fire with or without a fully charged weapon. Naturally, the weapon does significantly more damage when fully charged.

    #indienes #gamedev #homebrew #retrogame #nes #nesdev #indieretro

  12. In our NES Zapper game, Gunhawk, players used to only be able to fire when their weapon was fully charged. It didn't take long for me to switch to the current version where players have the option to fire with or without a fully charged weapon. Naturally, the weapon does significantly more damage when fully charged.

    #indienes #gamedev #homebrew #retrogame #nes #nesdev #indieretro

  13. In our NES Zapper game, Gunhawk, players used to only be able to fire when their weapon was fully charged. It didn't take long for me to switch to the current version where players have the option to fire with or without a fully charged weapon. Naturally, the weapon does significantly more damage when fully charged.

    #indienes #gamedev #homebrew #retrogame #nes #nesdev #indieretro

  14. In our NES Zapper game, Gunhawk, players used to only be able to fire when their weapon was fully charged. It didn't take long for me to switch to the current version where players have the option to fire with or without a fully charged weapon. Naturally, the weapon does significantly more damage when fully charged.

    #indienes #gamedev #homebrew #retrogame #nes #nesdev #indieretro

  15. In our NES Zapper game, Gunhawk, players used to only be able to fire when their weapon was fully charged. It didn't take long for me to switch to the current version where players have the option to fire with or without a fully charged weapon. Naturally, the weapon does significantly more damage when fully charged.

    #indienes #gamedev #homebrew #retrogame #nes #nesdev #indieretro

  16. One of the overlooked aspects of physical NES development that I think is great is that more advanced games actually tend to weigh more than less advanced games (typically due to having bigger, more complicated, circuit boards and larger manuals.)

    There's something poetic about bigger games actually being heavier when you hold them in your hands.

    #indienes #gamedev #homebrew #retrogame #nes #nesdev #indieretro

  17. I still think one of the best compliments I've gotten for my physical NES releases is having (not just one person) tell me that my games smell authentic. That opening the boxes actually brought back childhood Xmas memories.

    #indienes #gamedev #homebrew #retrogame #nes #nesdev #indieretro

  18. I fixed a sequence break in Even Goblins Fall In Love by moving one of the shopkeepers from this town to a different town.

    #indienes #gamedev #homebrew #retrogame #nes #nesdev #indieretro #screenshotsaturday

  19. The main combat mechanic of Even Goblins Fall In Love, our indie NES JRPG, is applying doses of status effects on enemies.

    The final dose type, BLAST, explodes all applied doses for direct damage.

    #indienes #gamedev #homebrew #retrogame #nes #nesdev #indieretro

  20. It may not look like it, but this treasure chest caused a bad bug at the end of the game. It's fixed now.

    I won't show the bug here right now though because *spoilers*.

    #indienes #gamedev #homebrew #retrogame #nes #nesdev #indieretro

  21. With the limited space of a 64 KB ROM, find ways to reuse assets and mix palettes is a vital skills for adding visual variety to the dungeons of Even Goblins Fall In Love, our indie NES JRPG.

    #indienes #gamedev #homebrew #retrogame #nes #nesdev #indieretro #screenshotsaturday

  22. Yet another bunch of the creatures you will encounter in Even Goblins Fall In Love, an upcoming indie JRPG for the NES.

    #indienes #gamedev #homebrew #retrogame #nes #nesdev #indieretro

  23. Finished fixing bugs from the last QA run of Even Goblins Fall In Love, our indie NES JRPG.

    Now it's time for another round of parameter tuning followed by another QA run.

    #indienes #gamedev #homebrew #retrogame #nes #nesdev #indieretro

  24. This creature implements a lot of sequence break protection for Even Goblins Fall In Love, our indie NES JRPG.

    It varies it's behavior based on the player having certain key pieces of equipment.

    #indienes #gamedev #homebrew #retrogame #nes #nesdev #indieretro #screenshotsaturday

  25. Each gear slot has 4 options. The player gets the first gear option in each slot by default, so we can ignore those when generating passwords only have to save 3 bits of data per gear slot.

    Retro #gamedev can be such a rush.

    #indienes #homebrew #retrogame #nes #nesdev #indieretro

  26. The end of a game's dev cycle produces some of the most interesting bugs.
    I just fixed a bug where the last piece of equipment in each gear category for Even Goblins would disappear after loading from a password save.

    #indienes #gamedev #homebrew #retrogame #nes #nesdev #indieretro

  27. More of the creatures you will encounter in Even Goblins Fall In Love, an upcoming indie JRPG for the NES.

    #indienes #gamedev #homebrew #retrogame #nes #nesdev #indieretro #screenshotsaturday

  28. This is a sampling of some of the creatures you will encounter in Even Goblins Fall In Love, an upcoming indie JRPG for the NES.

    #indienes #gamedev #homebrew #retrogame #nes #nesdev #indieretro

  29. Recently finished a complete playthrough of the latest version of Even Goblins (all the way from beginning to end) and I have a slew of tweaks and bugfixes on my task list now.

    #indienes #gamedev #homebrew #retrogame #nes #nesdev #indieretro

  30. The Double Dose Potion is one of the stronger items in Even Goblins Fall In Love. It doubles the dose of applied status effects for the next attack Lin makes.

    In this case, Lin applies SHOCK to an enemy and the enemy remains affected by SHOCK despite recovering from one of the applied doses.

    #indienes #gamedev #homebrew #retrogame #nes #nesdev #indieretro #screenshotsaturday

  31. (more Linux and FOSS news in previous posts of thread)

    Classic 90s platformer Moon Child gets the source code released and a modern port:
    gamingonlinux.com/2026/04/clas

    Classic survival horror Alone in the Dark gets a cross-platform reimplementation with enhancements:
    gamingonlinux.com/2026/04/clas

    Godot 4.7 Will Finally Have HDR Output, Including On Linux With Wayland:
    phoronix.com/news/Godot-4.7-Wi

    Gitea 1.26 adds subpath archive download, OpenAPI rendering, Vite support & security fixes:
    alternativeto.net/news/2026/4/

    Vercel confirms it was hacked through a compromised third-party AI tool:
    alternativeto.net/news/2026/4/

    Grafana 13: improved dashboard suggestions & Data visualization tools:
    alternativeto.net/news/2026/4/

    Canonical finally gives Launchpad (a bit of) a glow-up:
    omgubuntu.co.uk/2026/04/ubuntu

    GCC Establishes Working Group To Decide On AI/LLM Policy:
    phoronix.com/news/GCC-Working-

    GCC 16 Compiler Nearly Ready For Release With Zen 6, AVX10.2, APX & Algol 68:
    phoronix.com/news/GCC-16.1-Com

    Vercel confirms it was hacked through a compromised third-party AI tool:
    alternativeto.net/news/2026/4/

    FosseryWeb progress report:
    I finished the Java Maps cheatsheet. Now I'm working on the Java Stacks and Queues cheatsheet, which is the last Java cheatsheet planned (at least for now), after that I'll move on to other stuff (writing contribution guide, Privacy Policy, etc.)
    fosseryweb.codeberg.page/@beta
    fosseryweb-min.codeberg.page/@
    (If you notice any incorrect information, typos etc., feel free to drop a comment.)

    Intel Ends Open Ecosystem Community/Evangelism, Archives Other Open-Source Projects:
    phoronix.com/news/Intel-Ends-O

    (more FOSS news in comments)

    #WeeklyNews #OpenSource #FOSSNews #OpenSourceNews #FOSS #News #MoonChild #AloneInTheDark #RetroGame #RetroGaming #Godot #Gitea #Vercel #Grafana #Launchpad #GCC #Vercel #FosseryWeb #FosseryWebMin #Java #JavaCheatsheet #Intel #Game #Gaming #FOSSGame #FOSSGaming #OpenSourceGame #Dev #Programming #Coding #Development #Compiler #GitHosting #FosseryTech

  32. Meet me and some #RetroComputing #hackers at the #VintageComputing assembly on this years #39C3 in Hamburg!

    We will present some historcial running machines #AnalogSynthesizer patching, #AnalogComputer tinkering (with a #Vectrex as an #oscilloscope), and #BASIC #CodeGolf and #RetroGame workshops!

  33. Small update to my recent #HideousDestructor weapon pack. A detonator is now required to actually detonate the new "grenades". These will spawn alongside them, almost all of the time. They can also be found in backpacks.

    #Games #Gaming #Mods #Modding #ModDev #ModDevelopment #HDest #Doom #DoomMod #DoomMods #DoomModding #DoomModder #Modder #Modders #BoomerShooter #BoomerShooters #Retro #RetroGame #RetroGames #RetroGaming #Doom2 #DoomII #GZDoom #ZDoom

  34. Recently decided to start working on creating my own #HideousDestructor weapon pack, and first on the list is a "grenade" you have to manually detonate. Still a bit of a work in progress, but not too bad for my first actual bit of content!

    github.com/UndeadZeratul/uzHDW

    #Games #Gaming #Mods #Modding #ModDev #ModDevelopment #HDest #Doom #DoomMod #DoomMods #DoomModding #DoomModder #Modder #Modders #BoomerShooter #BoomerShooters #Retro #RetroGame #RetroGames #RetroGaming #Doom2 #DoomII #GZDoom #ZDoom

  35. Ops, ho per sbaglio iniziato un’altra saga con ‘sta roba del #gaming… peccato. Ecco, ieri fare il rantolo è stato così importante da aver distolto la mia attenzione dal provare se con il #Raspberry ora sia effettivamente tutto apposto. Diciamo che… piccoli passi, ecco. Ieri sera ho sclerato, stamattina ho goduto, ma adesso sto sclerando, e non si sa se la corsa contro i #problemi del software finirà mai. 💥️

    Un’idea importante sarebbe stata quella di collegare come gamepad, per fare il gamin’ anche senza stare alla scrivania con la tastiera, un WiiMote in particolare… perché è un controller Bluetooth (i cavi sono un problema sulla TV in una casa non giapponese) molto semplice (no tasti inutili, perfetto per i #retrogame) alquanto comodo e di buon feeling (riposa alquanto naturalmente in mano, pesa poco, e la qualità costruttiva è quella Nintendo di 15 anni fa anziché la merda di oggi). Un problema: gli input di quel coso vanno in conflitto con quelli da tastiera. 👹️

    Praticamente, la croce direzionale del telecomando agisce come le freccette direzionali della tastiera… ma in verticale. Dato che devo tenerlo in orizzontale per giocare realisticamente, e non c’è un modo (che sia ovvio?) di girarlo in software… l’unica soluzione sarebbe tenere le frecce della tastiera non mappate, ma poi non potrei più usare quest’ultima per giocare senza rimapparla ogni volta… è un disastro. 💀️

    Giù di #scleri appresso a pagine di documentazione e forum varie, che spiegavano come fare questo e quell’altro di robe inutili… ma nessuno che dicesse come far riconoscere il d-pad del #WiiMote come quello di un gamepad vero, al posto di ‘sta monnezza ibrida. E, da nessuna parte si riusciva a capire cosa esattamente nel sistema gestisce ‘sti telecomandi, e se eventualmente c’è una configurazione. 🙄️

    Stamattina, andando a tentoni, scopro (o mi ricordo?) che i telecomandi Wii sono gestiti da hid-wiimote, un driver incluso nel kernel Linux ufficiale a partire dalla versione 3.? (!). Ecco, in quel momento mi ricordo che fa schifo alla merda per tutta una serie di motivi, al punto che non mi capacito di come sia finito nel kernel messo così male, ma comunque… trovo hid-wiimote-plus, un fork che apparentemente sistema questo ed altre bizantinate del design. Fortunatamente, è davvero un rimpiazzo drop-in… è bastato scaricare il codice ed eseguire paro paro i comandi del README, per installarlo facendogli sostituire il driver pezzotto. E ora in quanto a gamepad dovrei aver effettivamente finito!!! 🙏️

    Quindi, dopo tutto sto #casino per i WiiMote, tra cui almeno una ventina di tentativi di remap fatti ieri sera dentro RetroArch… ecco un video gameplay con la #tastiera che non ha mai dato problemi, lol. Durato anche troppo, perché con la tastiera sono troppo OP ai giochi stile arcade e non muoio facilmente… e venuto anche male, perché le freccette direzionali non sono in frame. Ops. (Però sentite il clic clac!!!) 🤗️

    Quindi, dai, bello di nuovo ma… non finisce qui. In primis, per quanto non veri problemi, ci sono minuzie riguardo l’audio… che conservo per un’altra volta, altrimenti è dolore. Però poi, devo decidere se tenere EmulationStation come frontend, considerando che, ogni volta che deve far partire un gioco, va ad avviare da zero RetroArch, che poi si chiude del tutto all’uscita… e tutto questo mi spreca tempo inutilmente (nel video non si nota, perché ho tagliato, ma sono circa 10 secondi).

    Su quest’ultima cosa converrebbe quasi far si che “la console” si avvii direttamente in RetroArch, e uso i suoi menù… ma dall’altro la gestione dei metadati e la selezione dei giochi dovrebbe funzionare meglio in EmulationStation, quindi non so proprio. Al di là del fatto che poi ci sono emulatori non-libretro (almeno Drastic, e la versione consigliata di mupen64plus), quindi non avviabili da RetroArch! Bonanotte… 😴️

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    #Linux #retrogame #gaming #tastiera #casino #problemi #scleri #Raspberry #WiiMote