@eggboycolor.bsky.social
Hi, I'm Andy! I make pixels, cute games, and NES/GBC homebrew. Let's be friends! they/them
The nileswan cartridge
I've spent the last two years developing firmware and software for a WS/WSC/PCv2 flash/development cartridge. Now, it has finally been announced and will be sold by 49bitcat in Germany. Sales start November 24th!
Learn more here: 49bitcat.com/news/2025-10...
if you have any money to spare and want to help cover bills this month, as always, it is appreciated: ko-fi.com/xkeeper
car insurance is gonna be a real nightmare next month.
The King of Fighters: Battle de Paradise - English translation is now available!
Enjoy this KOF board game with lots of references to the series, in English for the first time in 25 years!
Download: www.marcrobledo.com/neo-geo-pock...
#KingOfFighters #NeoGeoPocket #KingOfFighters
Orange Island finally has stable split vertical scroll on the NES! #nesdev
21.10.2025 19:06 โ ๐ 62 ๐ 12 ๐ฌ 1 ๐ 0it was only a matter of time
24.10.2025 02:35 โ ๐ 279 ๐ 130 ๐ฌ 3 ๐ 3Cool, Marvel: Cosmic Invasion put out a Steam demo! This was the last game I worked on at Tribute. If you like comic superheroes, pixel art and TMNT: Shredder's Revenge beat-em-up style, you might enjoy this. Some characters (Spiderman,Rocket, She-Hulk) and enemies/bosses I integrated are there too!
01.10.2025 17:09 โ ๐ 11 ๐ 1 ๐ฌ 1 ๐ 0Hello! Despite some answers to my past post, and some searching on my end, I'm still looking for work. If your work/someone you know is hiring programmers (games, web, tools/engines; contract or full-time), let me know! DM me, I can provide more info.
Also open to pixel art or homebrew commissions.
Flap through peril in my new precision "batformer" that flips platformer trappings upside-down!
Vampire's Best Friend releases this October
Demo out now on Steam & itch, link in replies
magic sword on its surface seems like an epic quest to destroy the blackorb, but it's really about a very hungry guy with an overactive stomach who must constantly fuel up on chicken and grapes every few minutes to ward off dying.
22.06.2025 16:06 โ ๐ 2 ๐ 0 ๐ฌ 0 ๐ 0I love the SaGa series, so I enjoyed what I played of FF2 a lot (played quite a bit into the PS1 Origins version), save for not being able to use lower level magic to save MP. Later on need to constantly refill with Osmose because everything costs too much MP and ethers are super expensive.
21.06.2025 03:40 โ ๐ 0 ๐ 0 ๐ฌ 0 ๐ 0"I've got Harb." An informative screenshot from Ys III: Wanderers from Ys
I've got Harb.
18.06.2025 22:57 โ ๐ 1106 ๐ 475 ๐ฌ 18 ๐ 14pantagruel frog boss veryWIP
09.06.2025 20:16 โ ๐ 733 ๐ 163 ๐ฌ 15 ๐ 5Scott Pilgrim EX on the Summer Game Fest showcase stage from the audience
MARVEL Cosmic Invasion on the Summer Game Fest showcase stage from the audience
The MARVEL Cosmic Invasion booth at Summer Game Fest Play Days
Tribute Games team selfie, all smiles at Summer Game Fest
What an unforgettable #SummerGameFest โ๏ธ
๐๐ธ Scott Pilgrim EX officially revealed!
๐๐ฆ Rocket & She-Hulk join the fight
๐ฎ๐ Hands-on MARVEL Cosmic Invasion demo at Play Days with @dotemu.bsky.social
Huge thanks for all the love around both reveals ๐คฉ
#ScottPilgrimEX #MARVELCosmicInvasion
rendering experiment synopsis:
for the past few days i've been prototyping a zero polygon renderer. it's a raycaster, in the vein of Wolfenstein, but it has displacement mapped walls.
i'm currently tinkering with a related technique for rendering "sprites' with multiple displacement mapped flats.
we are making a video game
05.06.2025 02:06 โ ๐ 2863 ๐ 568 ๐ฌ 70 ๐ 16easy isometric pixel art is still coming... with a ton of new features!
create anything with easymetric soon on @aseprite.org
Well, that and designing the data protocol to fit in a small bandwidth the GB has to update VRAM during vblank. I make all data fit in a single 160x8 row that the SNES can DMA from the ICD2 screen tile buffer, and by repeating this pattern, it means less scanline sync requirements on the SNES.
02.06.2025 07:32 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0Yeah, very much feels like magic! It works in a couple up-to-date emulators + hw. The idea to use the Game Boy screen data to communicate was something I had for a while, but was happy to find out it worked. Main challenge is ensuring you buffer enough, since GB and SNES always run at their own rate
02.06.2025 07:24 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0Here's a visualization showing the communication between the GB and SNES of this custom SGB driver. Later in this video, it shows a slowed down preview with a Mesen Lua script visualizing of how the GB-produced buffers are being synchronized to the SNES.
02.06.2025 06:54 โ ๐ 1 ๐ 0 ๐ฌ 0 ๐ 0Here's a Super Game Boy enhancement driver I need to finish some day. It uses a circular buffer in VRAM to communicate with the SNES at 60fps via a combination of command data and per-frame data, rather than joypad packets. This particular version allowed a Game Boy game to reuse Game Boy Color art.
02.06.2025 06:47 โ ๐ 10 ๐ 4 ๐ฌ 2 ๐ 0a starfield with sort of coincidental-but-not-intentional 'jazz cup' aesthetics, a moon with a face, a cat-shaped blob/planet, some eyes, some stars, clouds, birds some crystals, some stars, some swirls everything uses 4 colors - yellow, teal, magenta, dark purple
another pixel scribble. this one uses 4 colors
02.06.2025 03:52 โ ๐ 11 ๐ 2 ๐ฌ 0 ๐ 0A grassy swampy desaturated landscape, tree, rocks, puffy clouds, water. This is somewhat cleaned up like a pixel piece, but not everywhere received this treatment since it became tiring to render. Still, a fun exercise to draw a larger piece! 12 colors total, but not really particularly optimized for ths. two characters on the terrain. one with a short-sleeved black shirt, long reddish hair and bangs. another with a shorter purple hair, tied in small braids, magical green robe. stair tiles.
grassy swamp adventure.
12 colors. it was made to look like a "pixel painting" of sorts. I didn't end up cleaning this piece up fully before I moved on with it, but this was still a fun exercise!
What you see so far, but I'd like to continue it someday! Some other projects took over my attention, and there were some design things to figure out before I could continue. I wanted the grid to give you bonuses if you lined up certain shapes, and you could use parts you didn't equip as bombs.
28.05.2025 16:50 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0I prototyped a shmup in Picotron at one point. I was still trying to come up with enemies. To test, I randomized wave arrangements until I did stage design. It was fun to put together some of the HUD and animation effects in this. I had plans for a 3x3 "powerup grid" with mix-and-match equipment.
28.05.2025 07:43 โ ๐ 11 ๐ 2 ๐ฌ 1 ๐ 0GBC mockup of my "bub-like" game: Contains a few sprites (cat, frog, duck, fries with the letters OK, fruit-filled cookie, ice cream, pizza, egg) over a green checkerboard wall pattern, with a cloudy blue backdrop. There are 3D dropshadow tiles to add some depth between fg/bg, colorful pink and yellow gradient text at bottom with a purple background.
GB mockup of my "bub-like" game: Contains a few sprites (cat, frog, duck, fries with the letters OK, fruit-filled cookie, ice cream, pizza, egg) over a greyscale checkerboard wall pattern, with a cloudy light-grey backdrop. There are 3D dropshadow tiles to add some depth between fg/bg, gradient text at bottom with a dark grey background.
Mocked up a little single-screen "bub-like". with Game Boy Color and original Game Boy versions! Much like Bubble Bobble, I wanted to design it so that the tile pattern for the walls can be easily swapped while sharing common "fake 3D" edges. Meanwhile backdrops could be more detailed.
27.05.2025 01:49 โ ๐ 25 ๐ 5 ๐ฌ 0 ๐ 0hi!! hope you're doing good these days
26.05.2025 21:05 โ ๐ 0 ๐ 0 ๐ฌ 1 ๐ 0On Saturday, went to an outdoor comics/art festival. Ate a yummy arepa with cheese, plantains and avocado. Sunday I watched a bunch of the anime version of Monster. (Got more interested in checking out other Urasawa stuff after I watched Pluto, which was quite good.) Decent weekend.
26.05.2025 21:05 โ ๐ 4 ๐ 0 ๐ฌ 0 ๐ 0