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THE LIFE OF A GAME DEVELOPER

an incomplete history

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Home Computer Museum, Netherland’s 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
History

Home Computer Museum, Netherland’s

Sep 1, 2025 mikedailly
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
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  • Home Computer Museum, Netherland’s
    History
    Home Computer Museum, Netherland’s
  • 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
  • The Birth of DMA (1989)
    BloodMoney DMADesign History
    The Birth of DMA (1989)
  • The Backroom (1989-1990)
    DMADesign
    The Backroom (1989-1990)
  • Home Computer Museum, Netherland’s
    History
    Home Computer Museum, Netherland’s
  • Finding a Focus (1990)
    DMADesign History Lemmings
    Finding a Focus (1990)
  • Home Computer Museum, Netherland’s
    History
    Home Computer Museum, Netherland’s
  • 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
DMADesign Lemmings Programming ZX Spectrum

Making NEXT Lemmings: Part 6

Apr 16, 2023 mikedailly

In this final part for now, I take a look at the famous explosion and nuke!

emulator Lemmings ZX Spectrum

Making NEXT Lemmings: Part 5

Apr 4, 2023 mikedailly

This was a pretty exciting one, as I finally got some NEXT hardware of my own, so the first task was to get it all running.

DMADesign GameDev Lemmings Programming ZX Spectrum

Making NEXT Lemmings: Part 4

Mar 24, 2023 mikedailly

I decided to get back to work and fix my sprite clipping for my object rendering. It turned out to be a simple fix and was just messing up when…

GameDev Programming

Protected: PC Engine Developer Floppies – Part 1

Mar 16, 2023 mikedailly

There is no excerpt because this is a protected post.

DMADesign Lemmings Programming ZX Spectrum

Making NEXT Lemmings: Part 3

Mar 10, 2023 mikedailly

Now that I knew things were actually possible, it was time to start thinking about the levels themselves. I started reading up on the level format, a text file by…

DMADesign Lemmings Programming ZX Spectrum

Making NEXT Lemmings: Part 2

Mar 2, 2023 mikedailly

In this post, we look at drawing both the levels, and a Lemming itself. This will look at different ways of drawing, and trying to get them as fast as…

DMADesign Lemmings Programming ZX Spectrum

Making NEXT Lemmings: Part 1

Feb 12, 2023 mikedailly

Is a better version of Lemmings possibly on the ZX Spectrum Next? Read along and find out!

GameDev ZX Spectrum

RayCasting engine on the ZXSpectrumNext – Part4

Feb 2, 2023 mikedailly

So I’m going to skip sprites for now. They’re basically the same as walls, but with transparency, though there are some fancy optimisations on it later that I will go…

GameDev ZX Spectrum

RayCasting engine on the ZXSpectrumNext – Part3

Jan 25, 2023 mikedailly

SO now that I had the basic ray casting going, it was time to get some textures in. I toyed with a few ways of doing this, from normal code,…

GameDev Programming ZX Spectrum

RayCasting engine on the ZXSpectrumNext – Part2

Jan 17, 2023 mikedailly

This is the next edition of my ray casting engine series. In this article, I start to look at porting the C# engine into Z80.

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THE LIFE OF A GAME DEVELOPER

an incomplete history

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