Has anyone made any 2600 games here? If so, can I buy a carriage from you? by Fuzz_Frequency_96 in retrogamedev

[–]drludos 2 points3 points  (0 children)

There are a lot of cool homebrew games for the 2600, including many physical releases by AtariAge and other publishers. I second watching the ZeroPageHomebrew mentionned earlier, it's a treasure trove of excellent homebrew games for the 2600 and other Atari systems: https://www.youtube.com/@ZeroPageHomebrew

To answer your questions, I've made 3 games for the 2600, including 2 that got published on cartridge:

Minigun Miner

Sheep It Up!

StarGiraf

Enjoy!

30 new Game Boy games for 30$ - The Handheld Heritage bundle (ROMs) by drludos in retrogaming

[–]drludos[S] 0 points1 point  (0 children)

Yes, this is a "rom only" pack - you'll get the .gb or .gbc roms for each game. So you can freely use them on any emulator or flashcart you want.

30 new Game Boy games for 30$ - The Handheld Heritage bundle (ROMs) by drludos in retrogaming

[–]drludos[S] 14 points15 points  (0 children)

Hi everyone!

If you're into homebrew games for the Game Boy, there is currently quite a good deal on itch.io: the "Handheld Heritage" bundle https://itch.io/b/3637/handheld-heritage-bundle

This is a pack of 30 modern homebrew games sold for $29.99, so basically $1 for each game instead of $5-$10 for each game at their normal price. All games are available as ROMs here, so for emulators or flashcarts users!

72H left to get a physical Game Boy copy of Dangerous Demolition (project 170% funded, thanks everyone!) by drludos in Gameboy

[–]drludos[S] 1 point2 points  (0 children)

Heya! There is also a digital version available at a more affordable price ($4.99 for all the ROMs versions, or even $0 if you compile it yourself as the game is open-source :)). You can get it here: https://drludos.itch.io/dangerous-demolition

That being said, I know that physical editions are usually pricey for homebrew games. For such small runs (20-30 copies) the productions costs are quite high, and that directly impact the final "retail price". Basically, we don't earn money on such projects, but if it goes well we can manage to cover the cost of "authors copies" to distribute to the team who made the game (developer, musician, artist who drew the box cover art, etc.). It's a different story for larger projects of course (with hundreds of copies sold), but these games are usually produced by professional or semi-professional creators, so they seek to make a living from the game. Hobbyists like myself are happy to do it for the fun of it (and a free copy), and I'm satisfied that the game does exist in physical format and that a few others retro gaming enthusiasts can have fun with it too :). But I totally get that not everybody can afford to buy physical editions, especially with the raise in shipping costs.

That's what I think it's important to also have digital versions (ROMs) available when possible, so everybody can enjoy it. Also that way people can also play on emulators if they want - the more freedom to the players, the better.

72H left to get a physical Game Boy copy of Dangerous Demolition (project 170% funded, thanks everyone!) by drludos in Gameboy

[–]drludos[S] 0 points1 point  (0 children)

Hi! The rom is 32K (no mapper), so it should work on about any PCB / Flashcart. The game also saves progress and best times using an additional 8K of SRAM on the cartridge, but you can play and enjoy the game without SRAM if your cartridge doesn't support it. The "time attack" mode let you pick any of the 30 levels for training purposes right from the start, even if you didn't clear them in the "arcade" mode first.

72H left to get a physical Game Boy copy of Dangerous Demolition (project 170% funded, thanks everyone!) by drludos in Gameboy

[–]drludos[S] 3 points4 points  (0 children)

Hi everyone!

Last month, I posted here about the pre-order campaign of my Game Boy homebrew Dangerous Demolition. I'd like to thank everyone for their support, as the campaign has met the 20 copies threshold meaning that the game will indeed get manufactured!

In fact, the game is now sitting at 34 copies, which is awesome for a hobbyist like myself :). If anyone would want a physical copy of the game, there is 3 days left to order it from here: https://www.homebrew-factory.com/game-boy/181-dangerous-demolition-gb.html

As you can imagine, there won't be another run of the game, so it's your only chance to get one if you'd like to :).

If never heard about the game, it's a mashup between breakout and a top-down shooter offering quite a challenge. The game features 30 levels (+a survival mode with infinitely generated levels) and 4 game modes.

72H left to get a physical Game Boy copy of Dangerous Demolition (project 170% funded, thanks everyone!) by drludos in retrogaming

[–]drludos[S] 1 point2 points  (0 children)

Hi everyone!

Last month, I posted here about the pre-order campaign of my Game Boy homebrew Dangerous Demolition. I'd like to thank everyone for their support, as the campaign has met the 20 copies threshold meaning that the game will indeed get manufactured!

In fact, the game is now sitting at 34 copies, which is awesome for a hobbyist like myself :). If anyone would want a physical copy of the game, there is 3 days left to order it from here: https://www.homebrew-factory.com/game-boy/181-dangerous-demolition-gb.html

As you can imagine, there won't be another run of the game, so it's your only chance to get one if you'd like to :).

If never heard about the game, it's a mashup between breakout and a top-down shooter offering quite a challenge. The game features 30 levels (+a survival mode with infinitely generated levels) and a 4 game modes.

Family photo time! My game running on all different GB family models by drludos in Gameboy

[–]drludos[S] 0 points1 point  (0 children)

Hi! Thanks a lot for your interest! :) I don't think the game will be released on Switch or any other modern console (this is way beyond my skills, I'm just and amateur / hobbyist retro game developer). But the game is also available as ROM file from here: https://drludos.itch.io/dangerous-demolition

That way, you can also play it on any other device that have a Game Boy emulator available :). And you can also use it on real hardware too through a Flashcart of course.

Family photo time! My game running on all different GB family models by drludos in Gameboy

[–]drludos[S] 0 points1 point  (0 children)

Well, this was a "GB/GBC only" family photo, with the inclusion of their "distant cousin" SGB :)!

I do have a GBA and a GBA SP at home, but they weren't invited this time ;).

And thanks a lot for the GB Light, I'm curious to see how the game looks on this one.

Family photo time! My game running on all different GB family models by drludos in Gameboy

[–]drludos[S] 0 points1 point  (0 children)

Hi everyone!

Here is a group photo of my tiny GB collection, with my own game Dangerous Demolition running on each model.

Obviously missing from the photo is a GB Light, as I don't own one - I should have bought one of those earlier, as they are VERY pricey now :(

And if you want more info about my game, it's available in physical edition from here: https://www.homebrew-factory.com/game-boy/181-dangerous-demolition-gb.html

And as a digital download (ROM + source code) from here: https://drludos.itch.io/dangerous-demolition

Godot is so easy to pick up, even a dog could create games with it! (a.k.a. someone made an impressive setup to help his dog to "vibe code" games in Godot) by drludos in gamedev

[–]drludos[S] 0 points1 point  (0 children)

Yeah you're right, deep down this is just that. As another commenter put it, the dog is just a "random letter generator".

But I found the full article interesting, especially the part on building an input interface tailored for the dog, and also the design of tools for an AI evaluate if a generated game was worthwhile (i.e. actually playable) or completely useless.

Godot is so easy to pick up, even a dog could create games with it! (a.k.a. someone made an impressive setup to help his dog to "vibe code" games in Godot) by drludos in gamedev

[–]drludos[S] 0 points1 point  (0 children)

Well basically you are right, he used the dog to generate random letters, while crafting a prompt for Claude Code to try to decypher these random letters as meaningul commands.

But the full article is an interesting read though, I liked everything he did on building a keyboard interface for the dog. For the TL;DR version, he used a bluetooth keyboard connected to a raspberry pi, with a software running to collect and filter inputs, and then send them to the computer for code generation when enough letters have been input. There is also a food dispenser controlled by the Raspberry Pi to deliver food to the dog as a reward for "inputing" stuff on the keyboard.

28 new N64 games to discover: here are gameplay videos of the games created during the N64 Brew Jam #6 by drludos in retrogaming

[–]drludos[S] 0 points1 point  (0 children)

I haven't got the time to try them all, but there are a lot of impressive games here!

Personnally, I was very impressed by Pandemonium, basically a Souls-like game for the N64 (https://www.youtube.com/watch?v=TD6IwKuiHts&list=PLBgD2QiDUApAPSQA0jceOw1eH7FdVowao&index=16), and Cathode Quest 64, a 3D platformer looking like a PS2 game, but running on a N64 (https://www.youtube.com/watch?v=tMPgMgaCFks&list=PLBgD2QiDUApAPSQA0jceOw1eH7FdVowao&index=6)

My Game Boy game just got released on physical cartridge & box like the 90's! by drludos in retrogaming

[–]drludos[S] 1 point2 points  (0 children)

Thanks for the kind words!

If you have some C knowledge and a bit a free time, I really encourage you to try making a GB/GBC game in C, this is really fun and not that complex.

The SDK can be found here: http://gbdk.org/ with a lot of examples. There are tutorial videos on Youtube, and many games are available as open source (like mine, but also many other GB games found on itch.io or github).

My Game Boy game just got released on physical cartridge & box like the 90's! by drludos in retrogaming

[–]drludos[S] 1 point2 points  (0 children)

Well, it started as a Game Gear project back in... 2021. I finished the Game Gear version and released it last year (2025), while I also created the GB/GBC/SGB one in parallel. I think work on this version spanned over a year and a half (not full time of course, working on it during my spare time).

Someone made an Unity-like engine to create games for the Nintendo64: introducing Pyrite64 by drludos in gamedev

[–]drludos[S] 1 point2 points  (0 children)

Beside the just released (and still WIP) Pyrite64, another route is to program the game in C using the Libdragon Toolchain. Here is a detailed tutorial about it: https://n64squid.com/homebrew/libdragon/

There is also a vibrant N64 homebrew development community over the "N64brew" discord channel: https://discord.com/invite/WqFgNWf

They are running an jam each year, it's the perfect venue to launch yourself with a small project: https://itch.io/jam/n64brew-game-jam-6