βοΈ Micro Mages Maker is out now on Steam and Nintendo Switch!
Create your own 2D platformer levels and share them with others! Play them solo or with up to 4 players in local co-op. π§ π
Includes original Micro Mages + Second Quest.
Steam: store.steampowered.com/app/3907760/...
Posts by Morphcat Games
β¨ Micro Mages Maker launches on April 2, 2026 on Steam and Nintendo Switch!
Get ready to create your own levels! Play them solo or with up to 4 players in local co-op. π§ π
oops! done
Not at all, go ahead! :)
Added some compression into the mix et voila! Banks $03 and $05 look way less cramped now, that SHOULD be enough space to carry us through the rest of development :)
#NESdev
Successfully spreading files across multiple ROM banks now β
Thank you βΊοΈ
hey that's what I said when starting this project
We haven't posted in a while. Triple Jump is very technical and less visual currently.
But here's how the 512KB MMC1 Triple Jump ROM allocates its space.
The circled areas are small islands of unused space that we're hoping to tap into. They add up to a whopping 2KB! #NESdev
π₯Ί
Bankswitching gone wrong #NESdev
Turns out Saber Surfers is lacking challenge in the early game so we're reworking the game to favor groups of bullets and geometric patterns. #NESdev
More in our latest Triple Jump Kickstarter update: www.kickstarter.com/projects/mor...
Coming soon: Micro Mages MAKER! π§ββοΈπ¨
Steam page: store.steampowered.com/app/3907760/...
Wishlist if you'd like to support us and not miss the release <3 Thanks! #NES #NESdev
It's been 40 years since the NES was released in North America.
And a whopping 50 years for the CPU which powered it: the MOS 6502.
It launched at $25 in 1975, orders of magnitude cheaper than its competitors and became of the most successful microprocessors of all time. #NESdev
Grunt work, but gotta get these things right. π€
Decoupling some moves from their states, making sure they work together gracefully.
E.g. the drill (vertical dash) + cocoon (deflects bullets back at the boss) #NESdev
Not right now, I don't think. But sounds like Homebrew Factory/Broke Studio are working on a solution, so hopefully it won't stay like this for too long.
When you finally catch a longstanding bug on an emulator recording. #NESdev π
Player is teleported to bottom screen edge and dies instantly when trying to use a gadget with up+B. It happens VERY rarely.
Thanks, @betoux.bsky.social !
An ending screen that didn't make it into the game π½ #NESdev
Oops, missed this one. Is it too late to reply?
That's definitely a tough choice when in the midst of development.
My half serious take: Always favor speed. Development speed. So everything can fall apart and you'll get to the inevitable rewrite more quickly π
Finally getting to do some optimizations :)
Improved the engine to handle twice as many objects without slowdown. #NESdev
That's gonna come in handy for 4-player mode, which is especially taxing on the CPU...
You can find more info on Triple Jump's progress in our latest Kickstarter update: www.kickstarter.com/projects/mor...
We added another curse haunting the bottom screen edge in Triple Jump's bonus game. #NESdev
He just wants to play. π¦
New Triple Jump Kickstarter update #NESdev
www.kickstarter.com/projects/mor...
Sounds cool, but we're super busy currently. Let's talk about it later this year once our schedule is clear again :)
I've just added the 100th sound effect to this project. #NESdev
20 items, 7 curses.
45k lines of code. π«
(Micro Mages was 22k)
Sorry for the scope creep delays, I think this has turned into a fine game, now on to more QoL additions and balancing... :)
-Julius
Great news for all retro console homebrewers!
Broke Studio has been responsible for putting our NES games on physical cartridge. #NESdev
Now they're making cartridge production available to ANYONE.
:)))
Hello! both cartridge and ROM will be made available
Sorry, but the flicker looks completely wrong :-)
The GIF elves strike again
New game relies on a short tutorial, but we're trying to make it as interactive and visual as possible. #NESdev
Little surfer animation was done with the help of a lua script that recorded the sprites of a real player doing the move. Seemed like the quickest way given the circumstances.