Yes, we still have a forum.
Two new ones:DirtyHands - Les Mains Sales - Act I: BouquetA visual novel with a narrative loosely based on the true story of Pyotr Stolypin's assassination 1911https://yando-games.itch.io/dirtyhandsSuper Robin 2Presumably a sequel to the "Super Robin" in the TBA list (which doesn't seem to have a link associated with it). It looks to be a simple platformer.https://camdentowngames.itch.io/super-robin-2-demo
Added Astro Climber for SEGA Master SystemWatch the gameplay video here: https://x.com/badcomputer0/status/1965818085186875485
BadComputer0 : "The release of this game celebrates the 40th anniversary of the SEGA Mark III console in Japan.This game is free, but if you’d like to support me please consider making a small donation. Thank you.****************************************Astro Climber is a vertically scrolling arcade action game for the SEGA Master System/Mark III console.The Frontier Prime space station is failing and malfunctioning drones and hazards threaten you as oxygen runs out. Use your grapple hook to climb, refill oxygen, and escape before it's too late ..."
Added Stachios for SEGA Genesis/Mega Drive
A demo is now availablehttps://pistachiobuttercups.itch.io/stachios
Nice. Though I'm kinda confused why are there Doraemon, Nobita, and friends behind his back.
Yea kinda strange... maybe they'll appear in the game or something?
Shannon Birt: "The team have been busy over last couple of weeks , implementing more of the games engine. Some platforms don't allow 60 FPS video hence , showing this video here for viewing options. Its WIP and tonnes of stuff is still missing.WIP since last update :White Bell power up ( this is the text attack )Blue Bell power up ( full screen explosion )Catboss & animating TreesUpdated Lazers to work on the BGB layer ( Plane A updated to 64x64 tilemap ) .GabrielPyron (GFX)Has been doing excellent work on Blue bell Explosion, Whitebell power up text gfx - the slogans are great !! Arcade quality tree animations have been added. Feeding me a lot of videos so we can replicate the arcade port more accurately.VTRCHIPMUSIC (Audio)Has updated the music to mark IV for stage 1 making it smaller yet again , he's also added the Orchestra Hit in , potentially more samples can be added back in now also as the song now is a miniscule 57 kb.The Blue Bell power up uses the static large sprite class (modified SGDK) I made for S.O.T.A where it supports unlimited amount of sprites per object and detects all the reverses / flips & uses the same tile pointers where it can and crunches it down into single sprite object.We use up to 40 sprites in the Explosion but only 147 tiles needed in vram thanks to clever use of mirroring.The Catboss is easily the hardest enemy in the level for a few reasons - we also had to free up Plane A so the boss could shift upwards onscreen, so lazer effects were shifted to Plane B.The bit that caused me the most issues was when he sits in the water line between the two islands. He is quite wide and also has overlapping palettes and animating parts , to do it solely with sprites would have lead to severe dropout at times.At the waterline we have to simulate 3 background planes and sprites at that point and we only have 2 background planes. Luckily the MD sprite engine is very flexible and we were able to recreate the arcade look at this point with some sprite trickery, the water-line is now sprites .So we use Plane A + sprites to recreate him and use a lot of plane animation to reduce the amount of sprites needed. For example the face, the tail the propeller are all plane A animations . The Catboss is only about 1/2 done , all damage states, the onboard penguin factory, bullets from Cannons yet to added etc. He wraps around at the end of the vid as theres no destruction routine in for him yet . No extra enemies in at this stage , tackling the hard parts first etc.We took the arcade GFX for the Trees that sway around under the Catboss, all the animations are in. There were some DMA bandwidth issues originally I had to sort out as the Catboss has several animating parts + swaying Trees was leading to overload so after some load balancing it all is playing nicely !!We still have loads of stuff to add , collisions are not in - normal enemy waves etc but yeah a lot of future issues were sorting out just getting this far."
Shadow Gangs Zero new Kickstarter update!✅ 1st pass of all 42 levels done⚙️ 2nd pass in progress — refining gameplay & layouts🎨 New background animations + improved FX in the works💿 Original Shadow Gangs coming soon to Dreamcast via PixelHeart 🗺️ ...
Mauro Xavier: "Final Fight MD - New 1 Player+ mode (1P normal mode still exists):- It won't allow a second player to join mid-game- A significant performance boost- Frees up VRAM for a larger number of enemies on screen- Up to 7 enemies at once at times, with almost no performance lossI posted the first test on YouTube showcasing 1P+ mode, which offers the following features:- Up to 7 enemies on screen simultaneously- Force screen movement with 2 enemies still present, for a more arcade-like experience- Multiplayer mode is not supportedAs mentioned before, this mode will be selectable; the 2-player mode with up to 6 enemies on screen will remain available.Some occasional collision bugs are noticeable, as I'm still working on the algorithm to support a large number of on-screen elements with less lag. The disappearing sprites are a hardware limitation that I can't fix (unless you use an emulator and disable this feature).Note that at one point after the bathroom scene, I had to make a brief edit because the Retroarch capture froze, and I had to rewind the emulation."
Explore the Many Worlds of Wee Knight! Contains :1. Castle Escape2. Forest Escape3. Pyramid EscapeWhat started out as a simple side quest turned into an adventure of epic proportions!Available only on cartridge!
Mauro Xavier: "The achievements have been defined, and I have to say the screen wasn't easy to create. There will be 60 achievements that will enable new options for Mega mode and a few other extras."
Guide hapless knights to a hungry treasure chest mimic by placing directional tiles, springs, and boxes to avoid obstacles and enemies getting in the way of the knights and their treasure.100 challenging levels with fun cut scenes, 4 different knights with different personalities, a great soundtrack, and all the puns you can tolerate.
One of the two exclusive music tracks for Shadow Gangs Zero.Here is the Mega Drive version:Link: https://soundcloud.com/user-723778647/new-exclusive-shadow-gangs-zero-track-mega-drive
abadede: "my first attempt on making a two player game for the sega mega drive/genesis. this game is simply a competitive fixed shooter, but the cowboys automatically move up and down back and forth. there are some types of obstacles, such as a cactus, a barrel, and a rock. each of them have their own effect when hit by a bullet.controls (for both players):A/B/C buttons to shoot a bullet (or change direction if the cooldown is active).START to pause (or to play again after a game has ended)."
Mauro Xavier: "You will be able to select a character using the side directional buttons, and you will be able to choose between three different color themes using the up and down directional buttons."