The old-school tag has no wiki summary.
2
votes
0answers
58 views
How can I mod the original The Sims?
While there are several places that still host old mods, I can't find any information on how they were created. A simple Google search reveals the promising Edith project, but it was never released. ...
10
votes
4answers
682 views
Did old games like Golden Axe or Street or Rage use tilemaps? [closed]
I am wondering if old games like Golden Axe (genesis) or street of Rage (genesis) used tilemaps or background bitmaps for the levels.
I could not find any resource that explain this and searching ...
2
votes
0answers
256 views
How are old games levels made? [closed]
Take a look at Super Mario, or even PacMan, or Arkanoid.
How are their levels made, do they created a simple level editors to visualize them, or they designed them by hand (directly with code)?
8
votes
1answer
438 views
Rendering 8 bit graphics
I have a strong programming background just not from game development. I only made some pong and snake in high school and I did some OpenGL in college.
I want to make my own game engine. Nothing ...
3
votes
1answer
514 views
Procedurally generated 2d terrain for side scroller on Sega Genesis hardware?
I'm working on the Sega Genesis that has a 8mhz Motorola 68000 CPU.
Any ideas on how to generate fast and decent 2d tile terrain for a side scroller in real time? The game would generate new columns ...
0
votes
1answer
273 views
How can I scale player/enemy stats to balance the difficulty just right?
I'm creating an old school top-down grid based RPG, where you enter random encounters every few steps. I want to know what kind of systems or guidelines there are for creating the leveling and stats ...
-2
votes
1answer
690 views
Small adventure game
I'm making a small adventure game where the player can walk through Dungeons and meet scary characters:
The whole thing is 20 java classes and I'm making this a standalone frame while it could very ...
9
votes
4answers
535 views
Circular motion on low powered hardware
I was thinking about platforms and enemies moving in circles in old 2D games, and I was wondering how that was done. I understand parametric equations, and it's trivial to use sin and cos to do it, ...
9
votes
1answer
565 views
How to create a “retro” pixel shader for transformed 2D sprites that maintains pixel fidelity?
The image below shows two sprites rendered with point sampling on top of a background:
The left skull has no rotation/scaling applied to it, so every pixel matches perfectly with the background.
...
0
votes
0answers
244 views
i want to be a game developer when i'm out of high school. [closed]
I'm 15 years old and I just started to learn how to program Java. I'm going to a vocational school to learn programming my junior and senior years of high school. Will that be enough plus learning on ...
6
votes
2answers
402 views
What are the limitations of retro consoles?
I'm interested in creating a retro look for a game, and I'm currently in the process of deciding just how retro (which generation/console). What would make it easier would be if there was some sort of ...
6
votes
2answers
623 views
Data structures in older games
I'm curious about the data structures used when programming older games like Super Mario Brothers for NES and Super Mario World for SNES. My understanding is that games of this period were written in ...
6
votes
2answers
424 views
Perspective in early pseudo-3d games
Please take a look at the screenshot below, from the old classic Space Harrier. My question regards the curved perspective on the chequerboard 'ground'. It's got a strangely curved geometry (I ...
12
votes
12answers
882 views
Styles of games that work at low-resolution
I'm taking a class on compilers, and the goal is to write a compiler for Meggy Jr devices (Arduino). The goal is just to make a simple compilers with loops and variables and stuff.
Obviously, that's ...
11
votes
4answers
2k views
MUD source code
I haven't been able to find a lot of the old, open source mud source codes. I find the way they did things very applicable to text-based/browser based games, and I'd love to be able to skim through ...
12
votes
2answers
4k views
How were cartridge-based games programmed?
I'm thinking of like the SNES, N64, Atari... even the DS today, I suppose.
SNES games did not usually take up more than 4 MB of space, and N64 games were usually 32 to 64 MB worth of data.
These ...
6
votes
4answers
800 views
MUD Games ideas
I am a huge MUD games fans. Though, MMORPG's rising popularity gives text-based games a strong opponents that they can't match.
I started my own MUD engine (codebase) a while ago and I'm now looking ...
2
votes
1answer
223 views
Anyone have a source for pictures/screenshots/demos of Mud OLC systems?
I really want to get access to some images of MUD (multi user domain/multi user dungeon) OLC (mud OnLine Creation), to use the structure of npcs/mobs/characters/areas/rooms that muds use on my own ...
31
votes
7answers
6k views
How were 8-bit and 16-bit games developed? [closed]
We have a lot of information on the internet out there on plenty of engines, SDKs, fancy IDEs, etc.
But how did people manage to develop games in the past? Are there 'famous' tools? What was the most ...
