If you're interested in what DOS games are being made today, these two collections on @itchio are a great place to start
https://itch.io/c/1046557/true-dos-cga-games
https://itch.io/c/3415882/native-dos-games-submitted-to-dos-game-jams
AMIGAAAAAAAAAAAAA
#amiga #commodore #tracker #music #chiptune https://soundcloud.com/svetlana/trash-stmod
It occurred to me that many younger people don't know why video games used to look so bad on 8-bit home computers, when they can look so much better on comparable hardware of pocket video game consoles.
And, as a consequence, they take for granted all the hard work that losers like me put into converting art for ZX Spectrums and alike.
That makes me a bit sad, so let me demonstrate you what happens behind the scenes, and why it matters (to me).
Illustrations:
* Golden Axe running on WonderSwan. The image uses 42 colours, but the sprites are likely 16 colours or less. 224 Γ 144 pixels
* Golden Axe running on ZX Spectrum. 15 colors. 256x192 pixels.
* My old fan-art of Va-11 Hall-A for ZX Spectrum. 15 colors, 256x192.
What I'm trying to say is: despite having resolution better than GameBoy or WonderSwan, art on ZX Spectrum often looks BAD. Why? How to make it look good? Why is it hard?
Let me explain! *cough cough*
𧡠thread
PC/Computing - September 1996
https://archive.org/details/pc-computing-magazine-v9i9/page/n103/mode/2up
What I'm listening to today: "Sommarhack 2024 Invitro", 505 & mOdmate
"Sommarhack" is an Atari demoscene party happening next year in Sweden. The event announcement came itself in the form of a short Atari ST demo, which you can find on YouTube under the name "300 Days to Go". The demo incorporated this original track, made in maxYMiser music (that's the tracker made by gwEm). It's effortlessly funky, and has absolutely the filthiest chiptune bassline I have ever heard.
He/him. Puzzle-Adventure Hybrid with RPG Elements. Supports 3D Acceleration. He Is Essentially What He Believes. Just in case, π, LGBTQ+ π, DOS π, ππ©π.
Avatar by @mavica_again