Sunday, December 30, 2012

End of the Year!

Earth didn't explode.

Inferno was just submitted to the #MSXDev 2012 compo

Pyramid Plunder is in final beta stages.


Sunday, December 9, 2012

December: Part two!!!!!

#msxdev's compo is coming to an end soon!

Inferno will not be 100% done by then.  That's what happens when you start the game in like September. 

However, it will most likely be in a playable state and have 1 complete level to get killed in.

As of now, level 1 is fully mapped out.   25 screens of terror.  Collisions are in and acceptable (for now.  I will OCD fix them later).

After some tweaks, the next thing to do is mess with zombies.

Monday, December 3, 2012


Everything is pretty solid and on schedule.   Pyramid Plunder is doing great, and Inferno has weapons now.

Look at how glorious it is!  You use Skeleton arms as weapons in your quest to escape hell alive.



That is all for now.  Expect some more updates shortly.  With the working weaponry in Inferno, I hope the game can progress alot smoother now, seeing as the deadline for the game is rapidly approaching.... :)

Sunday, November 11, 2012

November Stuff

Pyramid Plunder: Right on Schedule.  I still question what kind of mood I was in when I created those maps.  Some of them are just mean.  I'm cleaning them some more.


Yeah!  Behold the remains of a skeleton that was just punched out of existence!

I am working on having the music play on the MSX now.  It's my first venture into FM music.   The song plays, but I am not happy with the voices yet.  So, I get to sit and fiddle with the instruments til it doesn't sound stupid. :)

Inferno is progressing nicely.

Thursday, October 25, 2012

Almost not October!

Inferno is progressing, even more.  Cleaned up some stuff (Thanks to GuyveR800 @ for the ideas), skeletons are dancing around, and the player can swing his fist like the mighty warrior he is!


Monday, October 22, 2012

More October!

Inferno now has a system worked out for how to put enemies on screen, and I am working on getting it to work properly... right now it can locate enemies, but they don't draw/do anything yet.

It's a start!

It would've went faster, but there were some communication issues with OpenMSX + Debugger.  Took a few days to get that all worked out.   Kind of annoying.

Monday, October 8, 2012


This past week was a bit slow for Inferno.   I got poison oak, so thinking / working didn't go so well. 

It's pretty clear now.  I was able to get the control bugs all killed, and went in and optimized some parts of the code and cleaned it up some.

Now I will be able to move on to enemies!

In other news:  I just got done tweaking some of the maps for Pyramid Plunder.   Level 4's maps were a bit harsh.


So far, so good.

Sunday, September 30, 2012

October 1st

Inferno is coming along pretty nicely.  The platforming mechanics are where I like them.  I figure, if the platforming sucks, the whole game sucks...

so, I am making sure it doesn't suck.

With that taken care of, I am now going back through the code and cleaning things up before proceeding further (With enemies, etc.).

I am also mapping out the level in better detail than my original rough draft.

In other news, Pyramid Plunder is still coming along perfectly!  We're still shooting for that Christmas-time release.


Sunday, September 16, 2012

September, Again!

Inferno is doing things.   It's going a bit slower than I wanted it to.

I blame distractions like nice weather and Magic the Gathering.

I am currently working on making him jump in a way that isn't stupid and annoying.   If the jumping is irritating, this whole game is dead in the water!


In other news, Pyramid Plunder testing!  The usual!

Sunday, September 2, 2012


As of right now, we've got the usual.  

Pyramid Plunder is nearly done.  Inferno is off to a good start (expect screenshots soon!). 

Nothing out of the ordinary to report!

Frozen Utopia, one of our fellow PCE dev groups, finished their game: Mysterious Song.  You can buy it at

Tuesday, August 7, 2012


Things goin' down in the Aetherhood.
  1. OldMan's been tweaking up Pyramid Plunder
  2. Atlantean is on halt for a bit.  By "on halt", I mean, I'm still working on it, but my main focus is INFERNO
  3. Inferno is being worked on.  Getting some preliminary nonsense taken care of.
  4. Another little exciting thing is going on too.   You'll see it eventually, and you'll like it, I hope.

Monday, July 30, 2012

August, Basically

New Month

New Post

New Logo

New site design (Thanks to

New Atlantean work:

New Order:

Friday, July 27, 2012

Christmas in July

New public beta of Pyramid Plunder.

get it here!

Pyramid Plunder Public Beta

Wednesday, July 25, 2012


A quick, excited update.

1) Pyramid Plunder Beta will be posted Friday, so be sure to look out for the next post saying its up!
2) Atlantean has nice enemy activity.   I will be making a video of the footage and posting it in the next week or so
3) Our friends over at Frozen Utopia may finally have caught a break with their Mysterious Song game and it's disc pressing issues.

Go PC Engine Homebrew, go!

Sunday, July 22, 2012

Almost the End of July

Mutants are shooting.

It's not as precise as I want it to be, so I am fiddling around with it now. 

It at least works.


Another neat little update for Aetherbyte is coming soon.  I'm pretty excited.

Tuesday, July 17, 2012


I've got the shooting operating just how I want it now.

Now, the enemies are starting to return fire.

Kind of..

They shoot like drunk hillbillies, but hey, it's a start!

Sunday, July 15, 2012


Straightening out the shot-code in Atlantean.  It doesn't work quite right, or the way I want it to.

Pyramid Plunder is concluding as planned.


Sunday, June 24, 2012


CCAG went great!

Expect the footage for it in a day or so.

Things of note from the show:

  • We showed off our latest iteration of the AbCard, which is our new HuCard design.
  • I announced on camera information about Inferno, which is to be our first MSX title.
    • For more news on that, check out the Inferno page (under the MSX stuff)
  • People really liked Atlantean.  Alot.
I will be taking about a week off of coding to relax.  In that time, I will probably update the PCFXTOO a bit, get the footage up, and finally get that Squirrel tutorial video up.  It's still in the process of having the audio synced up by a friend.

Monday, June 11, 2012

Had some on-screen-enemy-drawing issues.

Atlantean was using absolute scrolling, so wrapping the map was an issue.

Swapped it out to relative scrolling (per OldMan).   It sort of fixed things.

We battled with it for the past few days, planning/experimenting with the checks...

and now, I think it finally works right.


Wrapping is awful!

In other news:

CCAG 2012 SOON.  GET READY!  We will be there.  Front and center-ish, rockin the PC Engine/Turbo Grafx-16 homebrew harder than ever.

Thursday, May 31, 2012

Atlantean Updates:
  • The abducting seems pretty solid.  I'll be banging away at it to make sure there's no problems.  The tractor beams might be kinda goofy.
  • fixing the on-screen drawing.  It's kind of a mess and I don't like it.
  • Once that's all straightened out, the other enemies can be put in.  they're all way easier than the jellyfish.
I am coming up with names for all the enemies.

Other Updates
There's a surprise in store for everyone soon.

Also, expect a chiptune + squirrel tutorial soon.  I am making one this weekend since all the Pyramid Plunder music is done.

Thursday, May 24, 2012

Progress with Atlantean!

I will be cleaning the code up and working out kinks on the abductions this weekend. 

It's lookin pretty good so far.

Tuesday, May 15, 2012

Thesis is done.  Masters is mine (paperwork pending).  Let the lifelong game programming adventure commence.

Thursday, May 10, 2012

Thesis defense next week! (Would have been today.  Things got held up on campus :( )

Maps for Pyramid Plunder are almost finished being tweaked, and the music is coming along.

By end of May, the game should be done, pending bug fixes.



Sunday, May 6, 2012

May May May Mayyyyyyyyyyyyy!

Thesis is still being reviewed. -_-;

I started fixing maps for Pyramid Plunder so that you don't feel like you're dying while playing.

Shouldn't take much longer to get them all fixed up, and for the music to all be done.


Friday, April 13, 2012


Thesis was submitted for first round approval. Yay. Hopefully it goes well.

Protocards were sent out to winners of the contest.

Check them out here:

Squirrel 3.0 is out: <<< Go get it! Supports HuCards AND Sound Effects now.

Back to thinking about Atlantean enemy behavior. I am starting with the landers (UFOs) that do the abducting, as they will be the trickiest.

hurray! =3

Sunday, March 18, 2012

Marchy March and the Funky Bunch

Hope you all enjoyed the new AbCard pictures.

I've announced my MSX project in more detail. be sure to check it out using the MSX button, followed by the sweet INFERNO button.

Thesis is painful. I don't like it.

Pyramid Plunder bugs are pretty non existent. This game will be out sooner than later. Once thesis is done, I will be finishing up the music and levels for it while working on Atlantean.

be sure to join in on the protocard contest if you want to buy one of the protocards:

They cost 50$ + shipping

Sunday, February 26, 2012

End of February

--Atlantean is on hold for about 2 months, not due to any severe problems...

well, maybe it's a problem.

I'm just working on my thesis that's due the first week of May. Then, things will pick up right where they left off, with coding the lander AI.

--Pyramid Plunder's beta was released, so be sure to grab it from the Pyramid Plunder page. we're getting close to squashing the ghost-in-the-wall crashbug.

--Once the stickers arrive in the mail, we will have the Protocards ready to go! So, yes, they are done, and we're just waiting on the cases to be made!

--Cinnamon Buns

Sunday, February 19, 2012

February AGAIN!

Retrocade is being re-scoped.

The new plan:

1) The Protocards will be out shortly.
2) Following that, a Pyramid Plunder demo. We will be releasing Pyramid Plunder as a stand-alone CD game
3) After that, Atlantean is going to be released as a HuCard, and all of the other games will be released in similar fashion as they are completed.

Demos of every game will be released, so you can try before you buy.

Once every game has been completed, the Retrocade CD will be released with EVERY game, including the Protocard games.


The Landers have landed. Kinda.

Friday, February 10, 2012


Atlantean status:

Tweaked the scrolling, and made the coral/human movement more efficient. It's not perfectly efficient, but getting there...

so I switched gears and started dealing with humans having stuff done to them:

You can catch them when they fall!

It's a bit rough and I'm fleshing the stuff out more, but hey, lookit that.

Monday, February 6, 2012


Well, you saw the AbCards, our HuCard prototype.

The games for them are done, the menu is complete, and we are just testing them out.

Then, lucky winners will get them

Expect a few more chances to buy one. But there are still limited quantities (like 3 spare!)

Other news:
I finally began reworking the Atlantean physics. Things are going very nicely. The scrolling and ship flight is working nice and smooth. It's very defendery.

The next step is getting the ship to grab the atlantean people. From there, it's a matter of getting the enemies to behave properly. Then, lots of gameplay tweaks.

Jungle Hunt: vine grabbing. get excited.

Friday, January 20, 2012

New Year

I passed school. Aetherbyte is still kickin'

Here's the scoop:

1) Retrocade is continuing as planned
2) is in progress

I don't think I need to say anything else.