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

Sega Genesis Programming Part 11: Scenes & Dialogs

Sega Genesis Programming Part 11: Scenes & Dialogs

November 27, 2016
This is a fairly large installment that looks at how to store & load scenes, creates a font, and displays dialogs with text based on what the player is looking at. This is getting closer to almost resembling a game of some sort.


Sega Genesis Programming Part 10: Sprite Link List

October 23, 2016
In this exciting episode we figure out how sprite links can be used to control the order that sprites are drawn as they move around the y-axis. We also take a small detour and look at a way to keep track of memory address constants.

Sega Genesis Programming Part 10: Sprite Link List

Sega Genesis Programming Part 9: Object List

Sega Genesis Programming Part 9: Object List

October 8, 2016
After 8 articles we have a sprite that can walk around and bump into things while music is playing. We can even pause the game just in case this is too much action for people to handle. Now let's figure out how we're going to let our sprite interact with their environment.


Sega Genesis Programming Part 8: Game State & Pausing

September 18, 2016
In this round I fixed several nagging problems and implemented (very) basic game state management. Since the breakneck action of this demo is probably too much for most to handle I also added a pause feature to test out game state management.

Sega Genesis Programming Part 8: Game State and Pausing