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THE LIFE OF A GAME DEVELOPER

an incomplete history

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Protected: z88dk code generation and optimisation Protected: Starting a Platform Engine in C Setting up Z88DK on the ZX Spectrum Next ZX Spectrum Next Framework – Part 1 Dissecting A Demo
Programming ZX Next

Protected: z88dk code generation and optimisation

Aug 15, 2025 mikedailly
CSpect GameDev Programming ZX Next

Protected: Starting a Platform Engine in C

Jul 28, 2025 mikedailly
Programming ZX Spectrum

Setting up Z88DK on the ZX Spectrum Next

Jun 22, 2025 mikedailly
GameDev ZX Next

ZX Spectrum Next Framework – Part 1

May 4, 2025 mikedailly
GameDev Programming ZX Spectrum

Dissecting A Demo

May 4, 2025 mikedailly
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  • Protected: z88dk code generation and optimisation
    Programming ZX Next
    Protected: z88dk code generation and optimisation
  • Protected: Starting a Platform Engine in C
    CSpect GameDev Programming ZX Next
    Protected: Starting a Platform Engine in C
  • Setting up Z88DK on the ZX Spectrum Next
    Programming ZX Spectrum
    Setting up Z88DK on the ZX Spectrum Next
  • ZX Spectrum Next Framework – Part 1
    GameDev ZX Next
    ZX Spectrum Next Framework – Part 1
  • The Birth of DMA (1989)
    BloodMoney DMADesign History
    The Birth of DMA (1989)
  • The Backroom (1989-1990)
    DMADesign
    The Backroom (1989-1990)
  • Protected: z88dk code generation and optimisation
    Programming ZX Next
    Protected: z88dk code generation and optimisation
  • Finding a Focus (1990)
    DMADesign History Lemmings
    Finding a Focus (1990)
  • Protected: z88dk code generation and optimisation
    Programming ZX Next
    Protected: z88dk code generation and optimisation
  • Protected: Starting a Platform Engine in C
    CSpect GameDev Programming ZX Next
    Protected: Starting a Platform Engine in C
  • Setting up Z88DK on the ZX Spectrum Next
    Programming ZX Spectrum
    Setting up Z88DK on the ZX Spectrum Next
  • ZX Spectrum Next Framework – Part 1
    GameDev ZX Next
    ZX Spectrum Next Framework – Part 1
c64 Programming

Raster’s, Sprites and Multiplexing

Jul 18, 2024 mikedailly

How a CRT works, and how to use this to multiplex sprites.

BloodMoney c64 GameDev History Programming

Protected: C64 Blood Money – Part 3 – Sprites

Jul 7, 2024 mikedailly

There is no excerpt because this is a protected post.

BloodMoney c64 DMADesign GameDev History Programming

Protected: C64 Blood Money – Part 2

Jun 23, 2024 mikedailly

There is no excerpt because this is a protected post.

BloodMoney c64 DMADesign GameDev History

Protected: C64 Blood Money

May 30, 2024 mikedailly

There is no excerpt because this is a protected post.

c64 Programming ZX Spectrum

How Tape Loading Works

Apr 21, 2024 mikedailly

Tape loading is simple, and really clever - but how does it actually work? Let's take a look...

DMADesign History Programming

Protected: Lemmings 2 SNES – Decompiled – Part 4

Apr 7, 2024 mikedailly

There is no excerpt because this is a protected post.

DMADesign History Lemmings Programming

Protected: Lemmings 2 SNES – Decompiled – Part 3

Mar 29, 2024 mikedailly

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Uncategorized

Protected: Lemmings 2 SNES – Decompiled – Part 2

Mar 20, 2024 mikedailly

There is no excerpt because this is a protected post.

DMADesign History Lemmings Programming

Protected: Lemmings 2 SNES – Decompiled – Part 1

Mar 13, 2024 mikedailly

There is no excerpt because this is a protected post.

DMADesign History Lemmings Programming

Lemmings 2 SNES Programming Diary

Mar 6, 2024 mikedailly

My Lemmings 2 Super Nintendo Programmers Diary.

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THE LIFE OF A GAME DEVELOPER

an incomplete history

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  • Home
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