A First Look at the Retro Game Builder UI

Back in April I launched retrogamebuilder.com, and announced that “making SNES games is about to get a whole lot easier”. Since then I’ve been working, albeit part-time, on the hardware and software that will allow me to deliver on that promise. In May I revealed a functional cartridge programmer prototype, and today I’m going to show you a pre-alpha version of the Retro Game Builder UI.

While my long-term goal is to make a SNES game engine for the PC that uses visual programming instead of code, in the short term I want to make a single “logic flow” with couple of nodes that does something very simple, like scroll a background by a constant amount once per frame. But before I can even do that, I need a minimal user interface to create or import assets for the logic to work with. That’s where I am now.

The software currently lets you create palettes and tilesets, and I’m partway through implementing tile maps. Once that’s done I can work more on the logic flows and ROM file generation (I’ve already made a few proofs of concept for these). Then it’s a matter of adding all the various node types necessary to make a game, such as input processing, program flow, sprite animation, etc.

Please keep in mind that this is a work in progress. There are a lot of important missing features here that will be added in subsequent versions.

Thanks for you interest in Retro Game Builder. More updates are coming soon!

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