Archive for the ‘Featured’ Category
Retro Review: Shinobi (SMS)
Posted by Dimitri | Filed under Featured, Retro Games
Shinobi is an action game released by Sega in 1987. In this game, the player has to control a ninja called Joe Musashi, which receives a mission to rescue children hold as hostage by the ‘Ring Five’ terrorist organization. The game was originally released in the Arcades, and later ported to Sega’s 8 bit home console back in 1988.
The Master System version is much more slower and the action more paced than it’s arcade counterpart, but that doesn’t make the game any easier. In fact, the difficulty is the first thing one notices while playing Shinobi. The learning curve is steep and the game is ruthless: your timing has to be almost perfect to defeat the enemies on the screen or just avoid getting hit by bullets, boomerangs and other enemy attacks. The Bonus Stages are also very hard but can give Joe a new spell to aid him. It is a hard game even for the 1988 standards.
Continue reading: “Retro Review: Shinobi (SMS)”
41 Post, now on Twitter and Facebook!
Posted by Dimitri | Filed under Featured, Site Updates
See these icons on the right side of the navigation bar? These are the links to the 41 Post Twitter and Facebook accounts. This way, it will be possible to connect with the fellow reader, so you will have a better idea when there’s something new coming.
There is also a Like button and a Tweet button at the bottom, so use them if you want to share any post with others. As usual, don’t forget to leave a comment here on this website.
I hope this makes it easier to follow and interact with 41 Post.
So please, follow 41 Post on Twitter and ‘like’ the 41 Post page on Facebook.
Unity3D: JavaScript vs. C# – Part 1
Posted by Dimitri | Filed under Featured, Programming
This is the first post of a series that will discuss some differences between JavaScript and C# when programming for Unity3D game engine. A project with all the scripts used in these posts will be available for download in the last post of the series. So let’s start from the start and see some of the main differences between the two languages.
The first and most easily distinguishable is the notation used to declare variables and methods. When programming in JavaScript, it isn’t necessary to declare the variable or method type whether in C#, it’s a must. That is because JavaScript is a weakly typed language, meaning that the interpreter chooses the best type to use at compilation-time. C# is a totally different because it is strongly typed, so, the type has to be declared before a variable or method. Let’s see some examples to better grasp this concept. The following script is a JavaScript example: Continue reading: “Unity3D: JavaScript vs. C# – Part 1”
Extra life after a certain amount of points
Posted by Dimitri | Filed under Featured, Programming
Finally, a post directly related to game programming! I will explain how to write a piece of code responsible for giving an extra life to the player’s character after a certain amount of points. The following code was written in Java, because it’s it would be shorter and easier to explain. Since this a generic algorithm, let’s assume that the game logic runs inside a method called Update() that is a member of the GameLogic class, responsible for our hypothetical game logic. Additionally, we need to have in mind that this method is being constantly called inside the game loop.
So here’s the code: Continue reading: “Extra life after a certain amount of points”
How to add shaders to Ocarina of Time
Posted by Dimitri | Filed under Featured, Retro Games
This post explains how to add shaders to 1964, a Nintendo 64 emulator, meaning that it is possible to emulate N64 games with effects like bloom, HDR, or even sepia. It can be done without high resolution texture packs, but if you want to learn how to replace the original game’s texture for better results, check out this post: How to play Ocarina of Time with high resolution textures.
The first step is to download the 1964 emulator. By the time this post had been written, the latest version was the 1.1.0, found at: 1964 Download Page.
The 1964_11.rar file comes with the emulator executable and source code. The emulator executable is at the bin/release folder. Extract all contents of the Release folder to some place you can find later.
Continue reading: “How to add shaders to Ocarina of Time”