Retro Review: Alex Kidd in Shinobi World

Click here to read Retro Review: Alex Kidd in Shinobi World

A game that features Alex Kidd and Shinobi in the same title, but does these two franchises appear in the game as well? Is this game a hybrid or a completely new one? (If you don’t remember those games, read the Alex Kidd in Miracle World and the Shinobi reviews). Well, let’s start by explaining the story of Alex Kidd in Shinobi World.

In this game, the objective of Alex Kidd is to rescue his girlfriend that has been kidnapped by the evil ninja called Hanzo, which is also the name of the villain in Shinobi. The fact that Alex has to rescue someone is the only thing in common with Miracle World and Shinobi plots, meaning that this is a new story, although similar, it is not directly based on those games.

Continue reading: “Retro Review: Alex Kidd in Shinobi World”

Retro Review: Alex Kidd in Miracle World

Click here to read Retro Review: Alex Kidd in Miracle World

Let’s start this year with a retro review of the probably most famous Master System game: Alex Kidd in Miracle World. This is a classic 8 bit platformer where the player controls Alex Kidd, who is on a quest to free his home country, Radaxian, from clutches of the evil Janken.

At a first glance, the game appears to be just like any other one in its genre: the objective is to reach the end of the level, enemies move in predefined patterns and jumps have to be timed to avoid pitfalls, gaps, and other hazards. All similarities stop there. Alex Kidd in Miracle World has much more gameplay depth than a standard platformer.

Continue reading: “Retro Review: Alex Kidd in Miracle World”

Game Programming Basics: Moving an element

Click here to read Game Programming Basics: Moving an element

This post explains some of the most basic game programming techniques: how to move elements on the screen. If you already know this, please skip it, or add something to this post in the comments. Since these lines of codes are trivial to game programming, it may be one of the reasons why it is so hard to find a post or a website explaining them. The code presented on this post isn’t the only way to move objects in a game and certainly there is a lot more information out there. The intention of this post is to serve as a starting point.

Continue reading: “Game Programming Basics: Moving an element”

Merry Christmas! – New YouTube Channel

Click here to read Merry Christmas! – New YouTube Channel

Merry Christmas! Happy holidays!  I hope that you got what you wanted this time.

Some may think that I have abandoned the Retro Games section of the website. That’s not true! To prove it, why not watch some videos at the new 41 Post YouTube Channel? There, you will find videos related to the Retro Games posts, basically gameplay videos from the MODs and source ports reviewed here. I’m adding videos to every post in that category, and hope to release new videos the same day as new posts arrive. All videos will be at 1080p (if the content supports it).

Last but not least, in a near future, videos that show some of the projects I’m currently working on will be there too.

That said, please subscribe to 41 Post YouTube Channel!

Unity3D: JavaScript vs. C# – Part 5

Click here to read Unity3D: JavaScript vs. C# – Part 5

As the end of the year draws close, so is this post series. Here, the differences between JavaScript and C# when casting a ray in Unity3D will be pointed out. Don’t forget to read the first, second, third and forth parts of the series for a better general understanding of what is being discussed here.

Let’s start from the basics: What is ray casting? As the name describes, it is basically a program that simulates a ray being cast, much like a laser pointer in real life. It is very useful for game programming, as Raycast classes are programmed to return the distance a ray collided with something (and sometimes, even the name of the object). Unity3D doesn’t have one single Raycast class, instead its functionality is scattered across the Physics, RaycastHit and Ray classes.

Continue reading: “Unity3D: JavaScript vs. C# – Part 5”