Space… bruce! @spacebruce.bsky.social · 14/09/2026It's totally safe to switch the Megadrive's background plane address mid-frame, testing that out with some hastily scribbled cloud graphics. Combining that with a raster palette swap and some sprite duplication to make a nice water effect. This console is fun to tinker with. 1214
Space… bruce! @spacebruce.bsky.social · 12/09/2026I want the charge melee attack to feel like this 020
Reposted by Space… bruce!Michael Pavone @retrodev.com · 12/09/2026I promised a new BlastEm release on September 11th... and it's still September 11th here in PST... by 16 minutes anyway. Presenting BlastEm 1.0.0 - supporting most of Sega's 16 and 8-bit hardware. It includes some new features and debugging improvements too www.retrodev.com/blastem/anno...retrodev.comBlastEm 1.0.0 Release Announcement 96938
Space… bruce! @spacebruce.bsky.social · 10/09/2026The console I'm using for testing is uh not happy, cracks and pops coming from my TV speakers and video dropouts. 130
Space… bruce! @spacebruce.bsky.social · 08/09/2026I will now be using titles and graphics such as these to supplement my video demonstrations 050
Reposted by Space… bruce!Bad Computer @badcomputer.bsky.social · 08/09/2026Razing Core for SEGA Master System is now available. The full version and demo are here: badcomputer0.itch.io/razing-core 27542245
Reposted by Space… bruce!LF222 @lf222.bsky.social · 14/11/2024Character design for reference, image is old (need to redo the staff face) #gamedev #characterdesign 182
Space… bruce! @spacebruce.bsky.social · 07/09/2026this was well worth putting a few hours into making 140
Space… bruce! @spacebruce.bsky.social · 07/09/2026this is cool. I compel you all to observe. look: 040
Reposted by Space… bruce!David “Mecha Zone” White @mechazone.bsky.social · 06/09/2026I've been optimizing my collision code and enemy AI system. I gained 10 - 30 FPS depending on the level and everything is running great now! I also overhauled the weapons. Check out my free Patreon post for a video and details... www.patreon.com/mechazone/po... #IndieGame #SegaGenesis #MegaDrivepatreon.comUpdated Weapons And Speed Up | David "Mecha Zone" WhiteHey everyone, I've been busy as always and have made a lot of progress over the last few weeks. It may not be obvious from the video, but al 084
Space… bruce! @spacebruce.bsky.social · 06/09/2026fish in my little fantasy world are wireframe creatures, that's not an art style abstraction, they actually just look like that 040
Space… bruce! @spacebruce.bsky.social · 06/09/2026Today I've been making improvements and fixing palette bugs. Had a problem where an object wouldn't share their slot properly and end up claiming a second, evicting lower priority objects such as this NPC, causing them to draw with the wrong palette data. 060
Space… bruce! @spacebruce.bsky.social · 05/09/2026Been drilling into how an actual game works today, so level flow, progression stuff, what do where when why. lots to think about. Currently have a save point working on the PC build, tracks stats and what level you're in, autosaving on level entry, the "Retry" button hooks into this properly. 040
Space… bruce! @spacebruce.bsky.social · 04/09/2026remember this guy? he's blue now and causing a different sort of graphics error. 040
Reposted by Space… bruce!The Cutting Room Floor @tcrf.net · 01/09/2026It's good to be back :D tcrf.net/The_Cutting_... 351302302
Space… bruce! @spacebruce.bsky.social · 31/08/2026rough bossfight flow, this is working pretty close to how I planned it! Player combat needs a lot of work, haven't merged some good changes in yet. 071
Space… bruce! @spacebruce.bsky.social · 30/08/2026needs a lot of improvements like a working hitbox and some proper patterns, but this guy was fun to work on 281
Space… bruce! @spacebruce.bsky.social · 29/08/2026I made it into a youtube video, thank you mr PigsyRetro! He's remaking/demaking Symphony of the Night and I leant him some code to handle 3D props. Video series here, my cameo is in the latest one :) > www.youtube.com/playlist?lis... < 091
Space… bruce! @spacebruce.bsky.social · 28/08/2026sorry to upstage rockstar in their moment of glory, but check this out *does a little jig* 020
Space… bruce! @spacebruce.bsky.social · 24/08/2026awesome megadrive horizontal span rendering thing I occasionally work on in-between other things 1142
Space… bruce! @spacebruce.bsky.social · 23/08/2026Back on SNESJAM grind, the hud minimap works exactly how I want, infinite scroll left and right. 061
Space… bruce! @spacebruce.bsky.social · 13/08/2026Polishing this stage up, using every megadrive trick I know. It's a short little interstitial area where you'll be attacked by birds while travelling. featuring two framebuffer effects at once using a task scheduler and a big wobbly carriage sprite that drops a shadow (and needs a redraw). 2134
Space… bruce! @spacebruce.bsky.social · 06/08/2026>can't update my site because i'm out of netlify ""credits"" (a currency I'd never even heard of until 5 minutes ago) because something was eating my bandwidth ??? mother fuc- 120
Space… bruce! @spacebruce.bsky.social · 05/08/2026Does this layout feel like a good way to represent a map of an o'neill cylinder? The world layout loops on the X axis between 3 zones, so I want to suggest that by repeating a little bit at the the edges 250
Space… bruce! @spacebruce.bsky.social · 04/08/2026Journalling my snes Gamejam entry spacebruce.netlify.app/notes/snes-j...spacebruce.netlify.appSNES Game Jam devlog, for Lovebottom text 2134
Reposted by Space… bruce!Durdge-o @durdgeo.bsky.social · 04/08/2026day 4 already fallin off the horse bro fuck I missed a day but cuz of the timing I technically missed 2? I'll try to upload earlier, maybe tomorrow will be a double feature? this one took a lil' searchin too I suppose characters are from @spacebruce.bsky.social 's witch girl game 131
Space… bruce! @spacebruce.bsky.social · 03/08/2026I'm doing the ->>>> snes jam itch.io/jam/snes-dev... <---- 241
Space… bruce! @spacebruce.bsky.social · 02/08/2026fixed the 32X port, only using it in subtle ways for now like increasing the background framerate on this stage and fixing a few visual whoopsies. Unless life throws another wrench at it, game is coming to both Megadrive and 32X platforms. #gamedev 3214
Reposted by Space… bruce!David “Mecha Zone” White @mechazone.bsky.social · 29/07/2026Here's that new video as promised. Check out the enemy units in action!! #Gilgamech #SegaGenesis #MegaDrive #SGDK youtu.be/2UlbLA4Eawkyoutu.beSega Genesis Game Gilgamech gets new enemies!YouTube video by Mecha Zone 0176
Space… bruce! @spacebruce.bsky.social · 29/07/2026I had a spare bit (singular) going free in the tilemap layout so decided to use it to mark secret wall chicken spots. Doing a few arithmetic tricks to make sure it's not a speed burden on the scrolling engine which is already kinda slow. 072
Space… bruce! @spacebruce.bsky.social · 29/07/2026also here's a stage background i'm working on, the player is going to be in the mid ground on a cart doing something or other, it works by using the 68k's user mode to render then a bunch of small funky shaped DMA writes to copy up to vram, designed so action can still run at 60fps ontop. 1214
Space… bruce! @spacebruce.bsky.social · 29/07/2026added a fun ropeswing kinda mechanic. Doesn't have a dedicated sprite yet so it currently emerges from her forehead. 1111
Reposted by Space… bruce!David “Mecha Zone” White @mechazone.bsky.social · 27/06/2026Been working on enemies for the #Gilgamech submarine level. These harpoon chains shoot up from an ocean trench and latch onto the sub. They deal damage until you destroy them. This ties in to the previous level where you see ships destroyed by these harpoons. I love continuity stuff like this. 0123
Space… bruce! @spacebruce.bsky.social · 12/07/2026yeah I can't manage this thing, I'm removing the export from my project. Waste of time energy and sanity. 140
Space… bruce! @spacebruce.bsky.social · 02/07/2026the 32X is a HORRIBLE machine never ever write code for it. 390
Space… bruce! @spacebruce.bsky.social · 02/07/2026been having an absolutely terrible time IRL (jobseeking in this economy!) I'm porting my game off SGDK and onto the 32X (yes really) and making a native PC port alongside the 16-bit version. 3 simultaneous releases! Bit of a technical nightmare as the 32X SUCKS, but should be worth the pain. 2142
Space… bruce! @spacebruce.bsky.social · 14/06/2026here's it drawing... a blob. The CPU is very unhappy about this and it's missing the occasional frame. 1327
Space… bruce! @spacebruce.bsky.social · 09/06/2026Added demo recording and replay, my game can now play itself! 292
Space… bruce! @spacebruce.bsky.social · 07/06/2026I started on a level editor a year or so ago, never finished it, currently reviving it and getting it working properly. One thing I thought was pretty useful is it can parse the target project's source tree to detect object definitions and pull values. 190
Space… bruce! @spacebruce.bsky.social · 06/06/2026there are some, uh, rendering issues and the font is broken, but I've got my localisation system with working with non-ascii languages. 1110