26 Jul 2015

Building a Raspberry Pi Retro Game Console Part 1.5

In my first getting-started article, I laid out the premise this isn’t a step-by-step tutorial, but I’m trying to be thorough. I want to do an in-between update to let you know that my alternate, wireless controller idea should work. This is awesome news, because I have a splendiferous retro-themed, all-in-one,

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15 Jul 2015

Game Creation Station: Fleshing out a town

In my last column, I discussed how to create a map using RPG Maker XP.  I created a small dark area I named “Tutorial Forest.”  The end product resembled a slightly creepy area that a witch would find homey.  That helped me start to learn how to use the tools

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11 Jul 2015

Let’s Build A Retro Gaming Console

I’ve had a Raspberry Pi mini-computer sitting next to me for over a month now. I’ve seen many of the mainstream sites and tutorials and even a few hidden projects. I haven’t fully written out my particular blueprint for success, but I think I’m ready to stop procrastinating and build

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08 Jul 2015

Zelda Classic [GCS]: Let’s Talk Fundamentals – Warps & DMaps

Last time around here on Game Creation Station, I talked a bit about the initial thought process that went through my mind when I started my current Zelda Classic project, Zelda: Sword of Moria. In short, I had to give thought not just to making an initial starting area, but

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Even Layer
01 Jul 2015

Game Creation Station: Getting Started with RPG Maker XP

Now that I have a sense of what the story is for my world, I want to start learning the tools that I’ll be using.  Although software packages like RPG Maker, Zelda Classic and Game Creator Studio make game creation much easier, these packages still need to be learned.  I

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25 Jun 2015

“Quint’s Revenge” — A Wily to the Past?!

Having taken down the robot masters in the previous video, I return to Quint’s Revenge to tackle the long and frustrating Dr. Wily stages. It’s here that the game departs from the source material and really shines in some ways, creating very difficult yet interesting challenges. The fortress stages feel

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24 Jun 2015

Zelda Classic [GCS]: Sculpting the World

Assuming you have your general story and progression of events in mind when you fire up Zelda Classic, your first inclination might be to begin constructing an overworld of some sort. Indeed, this is what most ZC designers will do, because most games go the typical overworld-filled-with-dungeons route. By default,

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17 Jun 2015

Game Creation Station: A Storied Foundation

I love role playing games. I cut my teeth on them as a child and I still love exploring a good majority of the products in that genre. I doubt it surprises anyone that my first home based game creation fits comfortably in the role playing game space. What I

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14 Jun 2015

“Zelda: Flow of Time Remastered” — A GCS Recommended Game!

As part of our series of articles and content from Game Creation Station, we wanted to spend each themed week not just talking about a specific development engine itself, but also featuring a game that was designed with the engine that stands out in our minds. Since I’ll be covering

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11 Jun 2015

“Quint’s Revenge” — A ‘Fan-tastic’ fan-game!!

One of the reasons I recently did some quick playthroughs of Mega Man: Dr. Wily’s Revenge and Mega Man II on the Gameboy was because very recently, the fine folks at Sprite’s Inc. released a brand-new fan-game called Quint’s Revenge that stars Quint, a little-known character that made a very

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