Captron 1993 Holiday Catalog

Captron 1993 Holiday Catalog

December 11, 2018
OK, this time I really mean it. This is the last catalog I'm posting. I'm serious, at least until next time. Hey, it's Christmas 25 years ago! Where did the time go? Don't you wish you could just move into a 1993 video game store right now? I sure do. Sadly this is the closest we'll get today.


Electronics Boutique Summer 1992 catalog

September 8, 2018
Since there are still technically two weeks of summer left, let's hit the beach and enjoy some 16-bit games. Hmm.. playing 16-bit games at the beach sounds like a bad time. So this one is for those who would rather sit in the cool air conditioning playing Super Nintendo than go outside and suffer heat exhaustion.

Electronics Boutique Summer 1992 catalog

Sega Genesis Programming Part 17: Fade-In/Fade-Out

Sega Genesis Programming Part 17: Fade-In/Fade-Out

May 15, 2018
I say we put an end to ugly scene transitions in the Retail Clerk '89 demos by implementing some fade-in/fade-out effects. This article is also a good refresher on palettes since it's been something like three years since I wrote that tutorial. Hmm, I thought I'd have more to show after three years. That's alright, I'm still on pace to hit the 2040 holiday shopping season.


Sega Genesis Programming Part 16: Scripted Events

February 26, 2017
It's time to force some sprites to walk around against their will. What's that? You don't think 16-bit sprites have free will? What if our world is just a sophisticated computer simulation and everything we do is part of a table written in assembly language? Now what do you think about about making these little sprites walk wherever we tell them to? If you now have a moral objection then too bad because we're doing it anyway. Also this will be the last Genesis programming article I write for a while but not for a bad reason.

Sega Genesis Programming Part 16: Scripted Events

Sega Genesis Programming Part 15: Inventory

Sega Genesis Programming Part 15: Inventory

February 12, 2017
The next step in building a one-room demo is inventory management. In this installment we give the player a (small) inventory with basic add/remove item functionality. While we're at it, let's add some dialogs that allow the player to select items to give or take.


Sega Genesis Programming Part 14: Selections

January 29, 2017
So far our little sprite can only look at objects and engage in one-sided dialog with NPCs. Let's fix that by adding a menu that gives them more interaction options. While we're at it, let's add the ability to respond to NPC questions.

Sega Genesis Programming Part 14: Selections

Sega Genesis Programming Part 13: Action Table

Sega Genesis Programming Part 13: Action Table

January 16, 2017
The second stop on our journey toward a one-room demo takes us to processing actions. In this article I built out a simple table that's used to respond to player actions based on the game state. Multi-page dialogs and default object description text were also built along the way.


Sega Genesis Programming Part 12: Scenes and NPCs

January 2, 2017
I decided to focus on turning this crazy experiment into a simple one-room demo that contains all the basic mechanics of an adventure-like game. The first part of this involves supporting an arbitrary number of NPCs than can be moved between locations.

Sega Genesis Programming Part 12: Scenes and NPCs