Welcome to my blog

This blog is mostly about Atari ST retro game development, but occasionally I may post about other topics related to retro computing and other nostalgic interests.

I’m currently working on an as-yet-undisclosed vertically scrolling shoot ‘em up for the Atari ST, and I’m sharing my progress and insights here. I post about various aspects of game development, such as technical details, art and music creation, level design, and more.

Posts

  • Sync scrolling

    As you may know, the Atari ST (unlike the STE) officially doesn’t support hardware scrolling. In this post, I’m going to talk about a demoscene technique that allows an ST to achieve basic hardware scrolling regardless of that restriction. This technique is called sync scrolling.

  • The screen buffer

    In the last post, we explored the display layout. This time, we’ll look at the screen buffer and how graphics are stored in it.

  • Display layout

    Now that we’ve glanced over the technical design of the game in the previous post, let’s take a look at the most prominent aspect of the game: the display and how it’s laid out.

  • Technical design

    Before I dive into all of the technical details, I thought it would be a good idea to give you an overview of the technical design of the game.

  • Game concept

    Bear with me — this is going to be a relatively long one. Before I get into the details of the Atari ST game I’m developing, I want to give you a good idea of what the game is about, why I’m developing it, and why I’m so excited about it. Some history needs to be told first.

  • AI statement

    In light of all the current buzz about AI, I wanted to make a short statement about it, if only because some of you might wonder about the extent to which I’m using AI while building the game and writing this blog.

  • Introduction

    I’ve been working on a new 2D pixel-art vertical shoot ‘em up for the Atari ST for nine months now, and I decided it was finally time to blog about it.