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Super Sunny World
2 years ago

I love how in Super Mario Bros. 3, they added the ability for shells to SMASH bricks. It leads to some great "chain reaction" moments.

Super Sunny World (my upcoming NES game) now features this gameplay mechanic as well!

#nesdev #gamdev




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

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

$60USD w/FREE SHIPPING!💌

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

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

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Madeline is the main protagonist of the mountain climbing platformer, Celeste. The game has been praised for its visuals, gameplay, and introspective narrative. The game's creator Maddy Thorson confirmed that Madeline is trans in 2020.

An NES crossover!

The Kraken from my first NES game, "From Below", will make a cameo as one of the bosses in my next NES game, "Super Sunny World"🌞

Super Sunny World is a new pixel platformer, and a love letter to the original Super Mario Bros.🍄

WISHLIST!

Here's more incredible art that Jolters made for #GameJoltColors25!

There's still time for YOU to enter!

Artists and posts linked 🔽

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

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!

Dive into the cozy post-apocalyptic open world of Critter Cove!

Gentleman Rat Studios (@GR-Rob ) describe it as “a little bit Animal Crossing, a little bit Stardew Valley. Maybe even a little bit Windwaker, too."

Wishlist the game: https://bit.ly/CritterCove

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.