
#VitaIsland #IndieGameDeveloper Hand Cannon: Janky Reality now available on #steam and #itch
Sacramento, CA
Joined August 2016
- Tweets1K
- Following676
- Followers333
- Likes1.7K
Pinned Tweet
I am proud to announce that Hand Cannon: Janky Reality is now available on Steam and Itch. You can find links to both versions here: allmylinks.com/suicidal-robo…
Hope you all enjoy the game and if you're on the fence, check out the demo, it's free!
#indiegame #gamedev #steam #itch
Suicidal Robot Games retweeted
Today's the first day of SNES Dev Game Jam 2026!
If you've ever been interested in making a retro homebrew, this would be a good time.
Lasts 3 months!
itch.io/jam/snes-dev-game-ja…
Suicidal Robot Games retweeted
Are you developing a new retro-styled game on original hardware?
SNES, NES, Mega Drive, Game Boy, Amiga, C64 - anything...
Let us know so we can share and showcase it here and across all our channels at @gamesyouloved
thats 250,000+ followers worldwide!
`Hit us up in the comments below - or dms'
#indiegame #gamesdev #retrogaming
Pic: @n4sa
Suicidal Robot Games retweeted
Microsoft / Sony / Nintendo keeping their console SDKs behind NDAs has been a real issue limiting the sharing of open source work in game dev. I can see the concern with pre-release work leading up to a console launch, but afterwards, just having everything public on the internet makes for a better development experience for everyone. Microsoft, at least, should know better.
Suicidal Robot Games retweeted
Mega Drive POWER
This guy is a Jedi; he really knows how to use the Mega Drive. Brilliant! Absolutely impressive...
By Anael
Suicidal Robot Games retweeted
The PSVita homebrew community is amazing!
WipEout 2048 est de retour avec son mode multijoueur en ligne complet sur #PSVita grâce à un serveur privé accessible sans hack !
Tous les détails :
➡️planetevita.fr/wipeout-2048-…
Since Sony's announcement, i have seen many people say Sega should just re-release the Genesis or Dreamcast and make new games for the systems. There is literally no need, as the community has never stopped pushing the boundaries of these systems. Just support the #hombrew scene.
** Sega Genesis 3D Engine Update 8 **
Significant improvements all round as you can see and hear from the last update !!
Foremost - A huge thanks to @TonimanGalvez who has joined the project to create a bit of 16bit low poly magic. Toni's an Amiga fan but also crazy about game dev in general, he's worked on GBC, GBA, PC, MD, PSP, C64, CPC, MSX... and others. Gaming titles include War Times, Metal Gear, Rocketman, Tintin & Asterix to name a few.
He's provided the great new ship model you see on screen - new striped buildings, all the backgrounds / palettes etc. There's a lot of models he's given me which need to be added, also he will be planning a lot of the level design. Very happy to have him help me turn this into something more than a tech demo as I have my hands tied pushing the MD as far as it can go haha - there is no cpu cycle to be spared.
Also many thanks to my good friend @laurent_crouzet for the Music for this showing , I wanted to have the music load occurring so we have a realistic benchmark for performance and he was only too obliging. If you're into MD chiptunes check him out !!
Since last update :
New player model , substantially more detailed than the Arwing. Last update had a 23 triangle Arwing , this update has a 39 triangle custom model from Toni. We had several to choose from , others will be used for enemies .
3D Buffer size increased 25% to 256x160. This was quite tricky as I'm close to the DMA limit even with an extended vblank . Spent a few days thinking of how to do this as like anything retro every solution has a drawback, finally got a workable solution. It makes a big difference to have a bit more vertical height .
Z Rotation added ( the screen tilting left to right ) , small hit to vertex transform on cpu thanks to look up tables doing the heavy lifting, saving 4 multiplies per vertex.
Multiple speed ups in rendering code. Onscreen paths with no range checking used until Z is close enough to cause clipping , partial onscreen drawing pathes that need to check boundaries, quad rendering completely rewritten - was very very painfull to get right . I found out the hard way that things are great when they are not rotating in the Z axis haha .
Partial buffer draw optimisations - which have helped with the massive dma load , sending up to a 20kb buffer in a single frame needs a lot of optimisation. Min / Max tile lines are analysed and only sent if dirtied , reducing most buffer swaps substantially. Still some issues to sort out , at times you can see the flicker near top of screen when frames are near full height . I need to optimise that a bit.
Due to the onscreen buffer system a full Sprite background had to be implemented almost Neo Geo style. This flips the usual MD rendering system on its head as it uses both foreground and background layers for a foreground 3d plane and sprites for the background. This presents a few issues, one is to get a tilt effect on the background by using narrow sprites (16x32) we run out of sprites when trying to cover the screen. Thankfully the MD is not limited to 80 sprites, to fix this a 114 sprite multiplexor is used to draw the background, its completely made up of 16x32 sprites !
Why do things this way ? speed . Its the interleaved foreground/background layers that allow a double buffered ram system writing to write to vram using dma in a completely linear fashion - virtually no tile translation needed. The negative is you have no planes for the background, that's where the sprites come in . Thanks to H40 mode we still have a few sprites we can use for effects in the forground also . Thankfully we can implement a fairly good tilt still for the background using sprites, in future updates this will be able to move horizontally also and a bit of vertical movement.
XGM1 music driver in use to simulate music cpu load, XGM2 unfortunately with the massive DMA needed to shift the 3d buffers would slow down at times rendering it unusable, XGM1 plays at full speed - albiet with a bit more of a cpu hit.
Together with the sprite multiplexor and the music driver active theres a 10 % hit to cpu so I've had to play around with draw distances / object heights and other optimisations to offset that. Not to mention the larger buffer takes more cpu to fill also.
Everything is placeholder so will be changed with proper stage design. We are averaging 20 FPS in the current video, I'll push for more as always !!
Progress continues on my other projects , updates soon on those - retirement can't come quick enough .
#SGDK #SegaGenesis #SegaMegadrive
Suicidal Robot Games retweeted
Vibecoders situation is getting out of control in PSVita scene with literally more than 90% of recent releases being from people that are not able to write not even a single line of code without AI.
Suicidal Robot Games retweeted
BIG News for PS Vita 1k Replacement joysticks. Looks like new part has been released - It is an adapter that allows for connecting PS Vita 2k sticks (+maybe Switch?) It is fairly inexpensive €10.99 and it looks like a worthy alternative for changing super expensive Vita 1k stix
Suicidal Robot Games retweeted
Repeat after me:
I
Want
Physical
Games!
Good. Well, we got you. Check out our 80+ physical cartridges full of the best retro and modern-retro indie titles.
evercade.link/cartridges
My video for the week. Of course I had to be weird and tie America's early rebellious spirit into the current gaming landscape. youtu.be/xKNQ0MEhY-8?si=GSH_…
Suicidal Robot Games retweeted
If Sony’s move toward an all-digital future has you feeling down, don’t worry: you can still order physical NES & Famicom editions of our games (like SkateCat, KUBO 3, and more).
Available now on the @HomebrewFactory store.
#NES #homebrew #nesdev #NESmaker #indiegames #gamedev #ファミコン #同人ゲーム
Suicidal Robot Games retweeted
With Sony moving away from physical discs after 2028, I just want to say one thing: as long as it's possible, you can count on me to keep releasing physical boxed of my tiny games. 🔥
Looks like I will be extending my video for the week. For those still wanting to maintain a physical collection and don't care about modern AAA graphics, checkout @evercaderetro and all of the homebrew aftermarket scenes. I hope we see a lot more join after this. #homebrew
Suicidal Robot Games retweeted
This year really feels like the end for traditional gaming. Consoles less affordable, layoffs galore and now physical media on PlayStation is dead. Really hard to feel any excitement for any new consoles given this - I'm sure plenty of you don't care, but it matters a lot to me.
Important updates:
News on physical discs for new games - blog.playstation.com/2026/07…
News on PlayStation Store on PS3 and PS Vita - blog.playstation.com/2026/07…
Suicidal Robot Games retweeted
How to open your new Evercade Cart:
1) Open Box
2) Remove manual
3) Smell the fresh print
4) Remember that everything will be ok
evercade.link/cartridges
Suicidal Robot Games retweeted
Sad about Sony ditching discs? Well, now is the time to get yourself a Sega Mega Drive! The homebrew market is buzzing right now with increasing numbers of releases! You probably think I'm joking, but screw the concept of owning nothing 😀 #GameDev #SegaGenesis #MegaDrive
I've been so busy, I forgot to say that Hand Cannon: Janky Reality is currently 50% off on #Steam store.steampowered.com/app/1…
Suicidal Robot Games retweeted
store.steampowered.com/app/1…
This is the game. My Profile Picture comes from it, I switched it to help people connect me with my game but then I kept using it😅









































