retro game forge

Retro Game Forge, A Potentially All-In-One Homebrew Development Kit, Launches Kickstarter

Eight years ago three retro game developers assembled a set of GUI tools to streamline the development of their NES action RPG, then decided to sell those tools as a separate NES development kit. This kit became known as NESMaker, and dozens of 8-bit developers (including me) have authored their own games through it.

But Joe Granato always dreamed bigger, and NESMaker was too restrictive an engine for where he wanted to take it. So a few additional years of work went into a new game engine…one cross-compatible with NES, SNES, Genesis and just about every other machine introduced in the late 80s and early 90s (except the Neo-Geo, forget about that complicated beast). The project is now far enough in development that the first version could be released before the end of this year, so it’s time to introduce…RETRO GAME FORGE!

Granato took feedback from comments about NESMaker over the years — the good and the bad — and made sure Retro Game Forge improves on it in every way. Gone are the hard-set number of allowed animations, monsters and available screens…you can now make as many as you want, while a built-in meter will tell you how close you are to filling up the memory banks. You’ll be able to effortlessly shuffle material from one bank to another (take it from a developer, this is a very good and very needed thing). And forget having to use a separate program to compose music…RGF’s built-in composer covers all the systems, can be displayed in either DAW or grid format, and accepts MIDI keyboard input (and has its own if you lack one).

Retro Game Forge will support just NES when it launches in November, but the SNES module is on the way and more are coming in the future…but it all depends on how much support the software receives today. The Kickstarter, which launched this morning and smashed several stretch goals before sunset, offers several ways to make that happen.

The cheapest tier covers just the NES module for $40. The plan is to sell the modules separately. You can pre-purchase the SNES module for a $64 pledge. Wifi-enabled development carts that allow you to beam your latest prototypes onto working hardware can be had at the $128 and $208 tiers. There are other special offers if you go up from there.

The campaign for Retro Game Forge will run until September 7, with the first version of the tool being released two months later. For a full demonstration of how this thing works, you can either check out the mini-videos on the Kickstarter page or the massive one below.

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DarkProject

Member

132 messages 0 likes

The idea of an all-in-one homebrew development kit like Retro Game Forge is really intriguing, especially for those of us who appreciate the charm of retro RPGs. Streamlining development tools can encourage a lot more creativity in game design, and it opens the door for people who might not have programming experience to bring their ideas to life. I love how it pays homage to the nostalgic aesthetics and mechanics of the NES era while potentially fostering a new wave of innovation.

I can't help but think about how tools like this can also impact storytelling in games. If you can quickly prototype mechanics and narrative elements, you might end up with unique play experiences that evolve in unexpected ways. Have you thought about any specific types of games you'd want to create with something like this?

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Avatar of LuminaryPixel22
LuminaryPixel22

Well-Known Member

549 messages 31 likes

This is huge news for people who tried NESMaker before. I made two small NES games with it and the biggest problem was always the limits on screens and animations, you hit a wall so fast. Hearing that Retro Game Forge removes that and gives a memory meter instead is exactly what we needed. The bank shuffling feature also sounds small but trust me it is not, moving assets between banks manually was always a headache. I am also happy they kept it NES first before adding SNES and other systems, that shows they are not rushing things just to hype the campaign. $40 for the NES module alone feels fair too. I will probably back this today.

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Avatar of Brad Jones
Brad Jones

Member

565 messages 20 likes

I like the idea but I want to see actual gameplay footage from real projects, not just tool demos. Kickstarter videos always look clean and promising, then the final product takes years longer than expected. NESMaker had a rough start too if I remember correctly. Not saying no, just saying I will wait a bit before pledging.

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Avatar of Goodboy
Goodboy

Member

573 messages 11 likes

MIDI keyboard support for the music composer is the part that got me. Writing chiptune music without a proper tracker or DAW feature is painful. If this actually works smoothly across NES SNES and Genesis that alone is worth the price for musicians who want to try making game soundtracks. I am in for the higher tier just to get the wifi cart, testing on real hardware instantly is something I always wanted.

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Avatar of ExileOnMainSt71
ExileOnMainSt71

Well-Known Member

559 messages 53 likes

Cool concept but forty dollars for just one module and then paying again for SNES support later feels like they are splitting the tool into pieces to make more money. I get that development costs money but I would rather pay once for a full package.

Skipping Neo Geo makes complete sense, that system is a nightmare to develop for even with modern tools. Smart decision honestly.

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Avatar of TechSpartan87
TechSpartan87

Digital Dynamo

558 messages 26 likes

As someone with zero coding experience, tools like this are the only reason I could ever attempt making a retro style game. If Retro Game Forge is even half as beginner friendly as they claim, this could open the hobby to a lot more people.

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Avatar of Jaspen Peace
Jaspen Peace

New Member

555 messages 20 likes

The wifi enabled dev cart idea is genius. Being able to send builds straight to real hardware without swapping cartridges manually saves so much time during testing. This alone shows the developer understands what creators actually need on a daily basis.

Interesting but I will stay on the sidelines for now. Crowdfunded dev tools have a mixed history, some deliver great results and some just fade out after launch. I want to see the

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