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THE LIFE OF A GAME DEVELOPER

an incomplete history

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Protected: Setting up Z88DK on the ZX Spectrum Next Protected: ZX Spectrum Next Framework – Part 1 Dissecting A Demo Protected: Porting #CSpect to Nintendo Switch ZZap Live!
Programming ZX Spectrum

Protected: Setting up Z88DK on the ZX Spectrum Next

Jun 22, 2025 mikedailly
GameDev ZX Next

Protected: ZX Spectrum Next Framework – Part 1

May 4, 2025 mikedailly
GameDev Programming ZX Spectrum

Dissecting A Demo

May 4, 2025 mikedailly
Uncategorized

Protected: Porting #CSpect to Nintendo Switch

Nov 1, 2024 mikedailly
Uncategorized

ZZap Live!

Oct 4, 2024 mikedailly
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  • Protected: Setting up Z88DK on the ZX Spectrum Next
    Programming ZX Spectrum
    Protected: Setting up Z88DK on the ZX Spectrum Next
  • Protected: ZX Spectrum Next Framework – Part 1
    GameDev ZX Next
    Protected: ZX Spectrum Next Framework – Part 1
  • Dissecting A Demo
    GameDev Programming ZX Spectrum
    Dissecting A Demo
  • Protected: Porting #CSpect to Nintendo Switch
    Uncategorized
    Protected: Porting #CSpect to Nintendo Switch
  • The Birth of DMA (1989)
    BloodMoney DMADesign History
    The Birth of DMA (1989)
  • ‘KACC’ to DMA (1986)
    DMADesign History Menace
    ‘KACC’ to DMA (1986)
  • Finding a Focus (1990)
    DMADesign History Lemmings
    Finding a Focus (1990)
  • And then there was Lemmings (1991)
    DMADesign History Lemmings
    And then there was Lemmings (1991)
  • Protected: Setting up Z88DK on the ZX Spectrum Next
    Programming ZX Spectrum
    Protected: Setting up Z88DK on the ZX Spectrum Next
  • Protected: ZX Spectrum Next Framework – Part 1
    GameDev ZX Next
    Protected: ZX Spectrum Next Framework – Part 1
  • Dissecting A Demo
    GameDev Programming ZX Spectrum
    Dissecting A Demo
  • Protected: Porting #CSpect to Nintendo Switch
    Uncategorized
    Protected: Porting #CSpect to Nintendo Switch
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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Hacking Manic Miner – Part 4 

Jan 1, 2023 mikedailly

In this part 4, we’re going to take a look at the guardians, their movement, and graphics. The graphics are pretty much done the way we’ve done them all of…

GameDev ZX Spectrum

RayCasting engine on the ZXSpectrumNext – Part1

Dec 25, 2022 mikedailly

o I’ve been making some good progress on my Ray Casting Engine – which is technically what a Wolfenstein engine is, and I thought it’d be fun to write how…

Uncategorized

Hacking Manic Miner – Part 3

Dec 22, 2022 mikedailly

n this weeks post, we’re going to take a look at the items, the level name and the Air display. Let’s start with the level name as it’s fairly simple,…

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THE LIFE OF A GAME DEVELOPER

an incomplete history

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