Space… bruce!
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spacebruce.bsky.social
Space… bruce!
@spacebruce.bsky.social
Aspiring computer game man, currently making a silly platformer for the Sega Mega Drive

insanium mode : https://x.com/spacebruce
webzone : https://spacebruce.netlify.app/
Pinned
Should be going faster, but I'm pretty happy with how my project has progressed in the last year.
hopefully better health will let me actually get some hustle on in big 26.
Reposted by Space… bruce!
Making retro games can be a real challenge because of all the technical limitations. Check out my newest (free) Patreon post to see how I deal with the color limitations of the #SegaGenesis aka #MegaDrive

www.patreon.com/posts/sega-g...

#Retrogames #indiedev #solodev #SGDK
Sega Genesis Palette Challenges | David "Mecha Zone" White
Get more from David "Mecha Zone" White on Patreon
www.patreon.com
February 9, 2026 at 12:35 AM
Reposted by Space… bruce!
Announcing the Galaxy Project release 2026/02/06
(46 new pages added)

This is my project to reverse engineer the TNG studio sets to help those who wish to make fan art or fan films

PDF and individual page files: frogland.co.uk/set-archive/...
February 6, 2026 at 12:04 AM
Got my textbox engine and cutscene handler all singing along together
February 5, 2026 at 10:18 AM
The burger thing is a placeholder... probably
January 29, 2026 at 8:41 PM
I need to make a train level... I need to make a train level...
January 29, 2026 at 4:38 PM
But where do the burgers go? Right here.

Inventory data not properly plumbed in yet, but this is kinda close to what I had in mind for functionality. Top row will be consumables, second will be plot/key items
January 29, 2026 at 3:54 PM
dumb self serving request, but I'm obviously an amateur and learning as I go, if I draw anything that could do with a simple tweak or two to look much better, or has some structural problem that brings it all down, I'd really appreciate the input.
January 28, 2026 at 8:08 PM
yap yap yap
January 28, 2026 at 3:28 AM
I keep forgetting, bsky, use high resolution png's for pixel art, everywhere else, native res (except x dot com under ~64px or so, then upscale), only post from chromium because firefox sends black images (nvidia problem), do not pass go, it's enough magic to make the sane go MAD.
January 23, 2026 at 10:34 PM
Have a good weekend, gang!
January 23, 2026 at 10:28 PM
background testing
January 23, 2026 at 4:32 PM
I was gonna try and post daily, but a lot of the stuff I've been working on is technical/featureset and having just the same bunch of sprites in the same dang field every day gets boring, I'll try and work on some more zones n stuff.
January 21, 2026 at 5:05 PM
if I had all the money in the world i'd get megumi hayashibara doing the voices & an intro song for the inevitable sega mega-cd version of my game
January 19, 2026 at 5:22 PM
How to snow-ify a level in SGDK very quickly -

Swap the empty/0 areas of the tilemap to point at a 32x32 repeatable pattern, animate a little snowfall loop and load it into the same slot in vram and update every few frames.

Code sample shows how to apply it to a completely regular map.
January 19, 2026 at 4:05 PM
happy friday friends, have a mysterious wasteland burger - on me
January 16, 2026 at 9:04 PM
Reposted by Space… bruce!
Mega Parodius (Megadrive) Scaling !!

Went crazy, decided to do the hardest bit (possibly) in the port next , Stage 8 Boss !!

Horizontal scaling only at present , vertical is next . Horizontal is much harder to achieve at speed.

1,2,3,4x scale over 74 updates. He's 21kb of tiles ie massive !!
January 16, 2026 at 12:49 AM
$BUTT
bsky.app Bluesky @bsky.app · Jan 15
Also new in v1.114 today: cashtags! Like hashtags, but for stocks.

Tag your posts with #$AAPL, #$NVDA, whatever, then tap to see everyone else's equally unqualified analysis!
January 15, 2026 at 7:56 PM
I made these tortle guys more fun to play around with/bully, they're designed to be docile and only lunge if you annoy them. (Spindash sprite stolen from Sonic Advance - placeholder) #gamedev #sgdk
January 14, 2026 at 2:40 PM
The whole world (IRL) is actually held together by a complex web of ->interact functions that call each other like this
January 13, 2026 at 8:59 PM
Reposted by Space… bruce!
#SonicMania Plus for the #Sega #Dreamcast finally has audio! Here's a 2 minute direct hardware capture of me playing the latest build of @sonicfreak94.bsky.social's port on my actual DC to hype up the Blue Blur's epic comeback to a Sega console... where he has always belonged!

#retrogaming #gamedev
January 13, 2026 at 8:08 AM
learning to draw squares
January 11, 2026 at 1:20 AM
Here's a fun memory saving I found.
The player sprite shares the block of VRAM used for the WINDOW table, but since she doesn't coexist with the pause menu, and the textbox only covers 1/3rd of the screen, there's a few hundred bytes free to use.
January 10, 2026 at 1:32 AM
Giving NPC's the ability to talk seems to have unleashed all manor of havok on the rest of the game, previously event scripts ran at level-scope, but now everything can trigger one.

(first attempt at running the new code (gone wrong (why is the scrolling and sprite control broken?)))
January 10, 2026 at 12:05 AM
Reposted by Space… bruce!
I spent my holiday break implementing the first real mission structure for #Gilgamech and here is a preview of Mission 1-1 with a peak of 1-2 at the end.

Still need to add enemies... this is a lot of work!
www.patreon.com/posts/new-le...

#IndieGame #SoloDev #SGDK #SegaGenesis #MegaDrive
New level - MISSION 1-1 | David "Mecha Zone" White
Get more from David "Mecha Zone" White on Patreon
www.patreon.com
January 8, 2026 at 4:50 PM
If you're doing a temporal dither effect (1 frame off, 1 frame on, relying on screen/eye to blend), consider using 1px vertical lines and adding the camera x pos, so instead of (frame % 2) it's ((frame + camera.X) % 2), really helps with scrolling.

impossible to video demo, take my word for it.
January 7, 2026 at 11:06 AM