THE LIFE OF A GAME DEVELOPER
an incomplete history
Game developmentComputing historyZX Spectrum / SinclairCommodore 8-bit
- Posts
- 135 from 27 Jun 2021 to 25 Oct 2026
- Posting
- weekly (37 in the last year)
- Kind
- personal blog
- Feed
- https://lemmings.info/feed/
2026 32
- Using AI to make a CSpect plugin
- Pasta/80 – 7. Hooking it all up
- Pasta/80 – 6. Fixing a mistake
- Pasta/80 – 5. Tetris Mechanics
- Pasta/80 – 4. Starting a Tetris game
- Pasta/80 – 3. Starting a Pascal Framework
- Pasta/80 – 2. Calling assembler
- Pasta/80 – 1. Setting up for the ZX Spectrum Next
- Life Changing Magazines
- 2013 – The year of travelling.
- 2012 – The launch of GameMaker: Studio
- 2011 – When it all starts to change.
- 2010 – A fresh start….
- 2009 – A long road ahead….
- Z8410 DMA chip for the ZX Spectrum Next
- Z80 Shifts
- GameMaker – Improving the runner
- RetroFest 2026
- ZZap Live! and RetroFest 2026
- YoYo Games… The good, the bad, the cake.
- DebugPrint()
- Millie and Molly – Part 5
- Millie and Molly – Part 4
- Millie and Molly – Part 3
- Millie and Molly – Part 2
- Putting Sprites between ULA and Tilemap
- Millie and Molly – Part 1
- Sandy Duncan, the visionary
- Mercenary – Bonus Features!
- Mercenary – The Home Stretch!
- Mercenary hacking
- Mercenary – patching begins
2025 13
- Disassembling Mercenary
- Searching the Directory
- Decoding an SD Card
- ZX Spectrum Next – Bootrom
- Crash Live! 2025
- ZXNext – ULA Memory
- A New Direction in Gaming – 2005
- Home Computer Museum, Netherland’s
- z88dk code generation and optimisation
- Starting a Platform Engine in C
- Setting up Z88DK on the ZX Spectrum Next
- ZX Spectrum Next Framework – Part 1
- Dissecting A Demo
2024 20
- Porting #CSpect to Nintendo Switch
- ZZap Live!
- PDS – Atari ST
- PDS – recreating the system
- PDS – Programmers Development System
- Raster’s, Sprites and Multiplexing
- C64 Blood Money – Part 3 – Sprites
- C64 Blood Money – Part 2
- C64 Blood Money
- How Tape Loading Works
- Lemmings 2 SNES – Decompiled – Part 4
- Lemmings 2 SNES – Decompiled – Part 3
- Lemmings 2 SNES – Decompiled – Part 2
- Lemmings 2 SNES – Decompiled – Part 1
- Lemmings 2 SNES Programming Diary
- Graphics Conversion – Part 2
- Graphics Conversion – Part 1
- Agon Lemmings – Part 4
- Agon Lemmings – Part 3
- ZX Spectrum Next – Feature List
2023 35
- Installing #CSpect on a Mac
- Installing #CSpect on a Raspberry Pi 5
- Armalyte – Adding a player ship
- Agon Lemmings – Part 2
- Armalyte – beyond the C64
- CRASH Live 2023!
- Making Agon BASIC go faster
- Agon Lemmings – Part 1
- Making an Agon dev environment
- The Agon Console8
- Introducing the Agon Console8
- Armalyte Sprite Shapes and Colours
- Sprite caching on the ZX Spectrum Next
- Baddie paths
- Writing a Starfield on the ZX Spectrum Next
- PSX Serial transfer
- PSX Development
- Playstation Development
- ZX Spectrum colour clash on modern hardware
- Raycasting Engine on the ZX Spectrum Next
- Porting Lemmings to the ZX Spectrum Next
- Porting Super Crate Box to the ZX Spectrum Next
- Advanced programming of the ZX Spectrum Next
- Hooking up an SD card to the RaspberryPi
- Making NEXT Lemmings: Part 6
- Making NEXT Lemmings: Part 5
- Making NEXT Lemmings: Part 4
- PC Engine Developer Floppies – Part 1
- Making NEXT Lemmings: Part 3
- Making NEXT Lemmings: Part 2
- Making NEXT Lemmings: Part 1
- RayCasting engine on the ZXSpectrumNext – Part4
- RayCasting engine on the ZXSpectrumNext – Part3
- RayCasting engine on the ZXSpectrumNext – Part2
- Hacking Manic Miner – Part 4
2022 25
- RayCasting engine on the ZXSpectrumNext – Part1
- Hacking Manic Miner – Part 3
- Hacking Manic Miner – Part 2
- Hacking Manic Miner Series
- Hacking Manic Miner – Part 1
- Shadow of the Beast
- Hacking Manic Miner – Part 5
- Writing a ZX Spectrum Emulator in GameMaker
- CREATING A COMMODORE 64 EMULATOR IN GAMEMAKER – PART 8
- CREATING A COMMODORE 64 EMULATOR IN GAMEMAKER – PART 7
- CREATING A COMMODORE 64 EMULATOR IN GAMEMAKER – PART 6
- Museum Donations
- CREATING A COMMODORE 64 EMULATOR IN GAMEMAKER – PART 5
- CREATING A COMMODORE 64 EMULATOR IN GAMEMAKER – PART 4
- CREATING A COMMODORE 64 EMULATOR IN GAMEMAKER – PART 3
- Game In A Day
- C64 Emulator Article Series
- The DMA Logos
- CREATING A COMMODORE 64 EMULATOR IN GAMEMAKER – PART 2
- CREATING A COMMODORE 64 EMULATOR IN GAMEMAKER – PART 1
- GTA 16/32Bit discussion
- DMA Staff Pictures
- Lemmings Pictures
- Grand Theft Auto
- My room and desk in the second office – DMA Design