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Game
Super Sunny World
3 months ago

Here's something you don't see in every NES game:

A platformer with ZAPPER support! Super Sunny World allows a 2nd player to kill enemies with the Zapper Gun.

#nesdev




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🚨1 WEEK LEFT!🚨 🚨GAMEBOY PREORDER!🚨 Last chance to get a copy of this brand new Game Boy game, From Below Pocket, as well as the NES version!πŸ¦‘ After this week, the game will be out of print, likely for YEARS. πŸ“† https://frombelowgame.com #gbdev #nesdev

Only 48hrs left to pick up my new game for your Nintendo Game Boy & NES!πŸ¦‘

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Preorder ends Oct 16th, 11:59PM PT! Do not miss it!πŸ—“

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Compatible with EVERY model of Game Boy, including Super Game Boy!

Time is almost up on a new GAME BOY and NES title!⏲️

Only 2 week left to pick up a physical copy of "From Below Pocket" for the Game Boy, and "From Below" for the NES! πŸ¦‘

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shop.matthughson.com

Highrise Game Jam Reminder: In order to enter to win the Jam, your game must be created in Unity and submitted using the Highrise Studio Hub.

Learn all the deets about the jam at https://gamejolt.com/c/gamedev/highrisejam

Less than 3 weeks left to snag a copy of From Below Pocket before it goes back in the vault! Sale ends October 16th, 2023! https://shop.matthughson.com/

πŸ₯³ The Highrise Game Jam is Underway! πŸ₯³

Watch the video for tips on getting started building your first world in Highrise Studio. (Creating and submitting within Highrise Studio Hub is the only way to enter the jam!)

Learn more: https://gamejolt.com/c/gamedev/highrisejam

This is maybe a little on the technical side, but I've had a few people reach out with questions on how the Moving Platform logic works in Super Sunny World, so I created the brief explanation.

Let me know if you have any follow up questions!

Big news for From Below (NES) and From Below Pocket (GB) physical editions!

Full Update: https://mailchi.mp/9df0515acedb/from-below-update-3

Short Version: Both NES and GB will start shipping next week!

Woohoo!!! #nesdev #gbdev

(Swipe to the right to see the original image!)

: Aseprite

I needed to implement a way for certain areas of the level to "lock" the camera, prior to reaching the end of the level data. Thankfully DisplacedGamers' amazing explanation of how SMB1 attempts to do it stuck in my mind, and I recreated that system.