I’m excited to reveal my latest project: BioMenace Remastered – an official modern re-release of the DOS classic with enhanced graphics, refined gameplay, and quality of life improvements. Wa…| Lethal Guitar
Last time, we investigated the routine Duke Nukem 1 uses to create its mirror surface floor effect. In this post, we’ll have a look at one of the effects found in the sequel: Underwater areas…| Lethal Guitar
The first two Duke Nukem games aren’t necessarily known for groundbreaking, industry-changing visuals, but they do have some neat effects, which were somewhat impressive for the time. I alrea…| Lethal Guitar
So far, we’ve looked at how the game renders its world and the characters and objects inhabiting it. But one key ingredient is still missing in the engine layer: There’s not much gamepl…| Lethal Guitar
Last time, we looked at how the game renders its world – background and tiles. What really brings the game to live though are the sprites drawn on top. Almost everything interactive in the ga…| Lethal Guitar
There are a few areas in Duke Nukem 1 which feature a pitch black background instead of the usual graphical one. Why is that – was it an aesthetic choice? Turns out, it’s actually an in…| Lethal Guitar
Duke Nukem 1 and 2 are getting an official remaster for the Evercade platform, and I was lead developer on the project. Here’s the official showcase video with an overview of all the new feat…| Lethal Guitar
This release fixes a lot of bugs and inconsistencies with the original, adds demo playback, missing menu animations, and a new “Classic” mode based on my 100 % accurate source code reco…| Lethal Guitar
I’m still working on an in-depth post about this, so this is just a quick update: I’ve created a full recreation of Duke Nukem II’s entire source code. Unlike RigelEngine, this is…| Lethal Guitar
Parallax scrolling – creating an illusion of depth in a 2D scene by having the background and foreground move at different speeds – is pretty much a staple of platformers and other 2D g…| Lethal Guitar