Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+1)

What an undertaking! This can only have been done in assembler. How many lines of code was this in the end and what was the hardest bit? I can imagine level generation was tricky...would you ever consider releasing the asm files?

(+1)

Hardest bit is actually not the level generation. That part is well documented in the original source code.

Performing all the collision checks between player/enemies/backgrounds/items/traps without overloading the CPU was actually the hardest part.