Posts by SUPER-J11BIT

    I made a clear choice: I left Itch.io.
    Not because it's a bad platform, but because I need to focus on one thing only – making games.
    Posting updates, managing profiles, fixing links, writing descriptions, handling pages… all of that takes time away from the only thing that actually matters: development.
    I want to cut down to the bare minimum needed to publish. No fluff. No duplicates. Just the essentials.

    That's why I'm staying only on VidLii

    That's where you'll find everything I make. Nowhere else.
    More time writing code, drawing pixels, designing mechanics.
    Less time "managing an online presence."
    If you want to follow my work, there's only one place. The rest is gone.

    See you there,
    SUPER-J11BIT

    Guys, have you noticed this comeback Retro gaming is hotter than a fresh pizza slice at midnight
    For years everyone kept saying the future was only 3D, ultra realistic graphics, shiny textures and we were there staring at our old 2D games like they were relics from a lost civilization...
    And now guess what!
    2D is not only alive, it’s running faster than Zool after three espressos!
    When the PS1 arrived it felt like the end of 2D
    If you were there you remember it well...
    The first PlayStation shows up, the first 3D games explode and suddenly anything made of pixels looked ancient
    Forums started getting quiet, everyone was obsessed with polygons, dynamic shadows and characters that looked like they were built out of clay.
    Fast forward to today and we’re all hunting for the very games we thought were done for..
    Life is wild...
    And forums They’re not just alive, they’re in turbo mode
    Forget social media!
    Forums still feel like old school arcades
    People jump in, say hi, share stories, show collections, argue about which version of a game is the best and then make peace when someone posts a photo of a modded console.
    It’s like the world got too fast and we decided to slow down and go back to the places that feel like home.

    New project update!

    Buster just got a brand‑new way to celebrate his victories.
    In the original Street Fighter II, the iconic intro screen — the crowd gathering, the punch, the giant logo — appeared only once and was never seen again during gameplay.
    In my version, that intro scene becomes part of the adventure.
    Every time Buster clears a level and destroys all the energy spheres, the SF2 intro screen updates to reflect his latest win:
    a small highlight, a new animation, a visual mark showing how far he’s come.
    It turns the intro into a living record of his journey — a blend of nostalgia and progression that gives each victory a bit more weight.
    It feels great to see that classic screen evolve as Buster pushes forward.
    And this time… the intro won’t just be an intro.

    More updates coming soon!

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    Buster has now integrated three iconic powers into his harpoon gun: Hadoken, Yoga Fire, and Tiger Shot.
    In the GIF below, you can see him firing each one in sequence, testing their energy and timing.

    Right now I’m debating an important detail:
    should I use the original Street Fighter II sound effects, or go with simpler, more stylized sounds to keep things closer to the Pang vibe?
    Still experimenting to see which direction fits the game best.

    Buster has loaded the powers of six World Warriors into his harpoon gun.
    Following the map recovered from the destroyed cyborg, he now travels across the classic Street Fighter II stages — each one corrupted by Bison’s energy spheres.
    From Tokyo to New York, from the USSR to Brazil, every stop brings tougher, evolving spheres.
    And with every Hadoken, Sonic Boom, or Tiger Shot he fires, the spirits of the fighters guide him forward.

    The route is set.
    The battle begins.

    Hey everyone!

    Just wanted to share a quick update on the project I’ve been working on. I finally got the character walking in‑game, and seeing him move around the world I’m building feels really rewarding.

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    There’s also a big milestone:

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    In the original Street Fighter 2, this scene was only an intro, but in my version I’m turning it into a fully playable level. It’s the first time I can actually play through it myself, and it’s pretty exciting to see it come to life.

    More updates coming soon!

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    SNES - Pang X Street Fighter II

    Buster, the hero of Pang, has to destroy the energy spheres left behind by M. Bison in every classic stage from Street Fighter II.

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    Along the way, he finds a cyborg wrecked in a fight with Ryu. From the remains, Buster recovers combat data from six legendary fighters: Ryu, Chun-Li, Dhalsim, Guile, Ken, and Sagat.

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    He uploads this data into his harpoon gun, learning to fire each fighter's special energy — Hadoken, Kikoken, Yoga Fire, Sonic Boom, Shoryuken, and Tiger Shot — finally giving him the power to destroy the spheres and stop Bison's plan.

    SNES-Patch 05/02/2026


    Preview

    Turrican 1.5
    The Avalon 1 has fallen under attack. Robots malfunction, mutants outsmart you, and some even steal advanced armor to turn themselves into deadly bosses. As Bren McGuire-still without the iconic Turrican suit-you fight through collapsing decks, chaotic corridors, and jetpack arenas using a built-in four-mode weapon system. Survive the invasion from inside the ship and reach the exact moment where Turrican 2 begins.

    Now that the game is finally out, I’d really love to see how you all experience it.
    If you create any videos, gameplay clips, reviews, or if you come across content made by others, please share the links here on the forum or send them to me by email. I’m genuinely interested in seeing how you play, what stands out to you, and what you enjoy — every bit of feedback helps me keep improving the game.

    The patch is ready! Releasing tomorrow!

    Good news: the patch is finished!

    Tomorrow you’ll finally be able to try all the fixes and improvements the community asked for.

    Thanks for all your feedback — it really helped shape this update.

    Hello everyone,
    I’m officially on Olvid now. If you want to reach out directly or stay updated on the new game projects I’m working on, feel free to message me there. I’ll invite you to my SUPER‑J11BIT group, which is the main hub for news, early previews, and discussions about my upcoming titles.
    See you there.

    Edit:

    I thought the Windows version would handle everything, since I don’t use mobile apps. Didn’t realize that contact invites only work through Android/iOS.
    My mistake — I’ll remove the app. Too bad.

    My goal is to create a full Monkey Island remake, but shorter, while keeping the spirit of the original intact. For the character close‑ups, I’ll use the Special Edition graphics so the dialogues will look more expressive and easier to read.

    The overall style will be a mix between Dune and Simulmondo’s Diabolik games—very narrative, cinematic, and without intrusive interfaces.

    There won’t be a traditional inventory: any items you pick up will simply be added in order and used automatically when needed, thanks to SMW’s sequential blocks. For example, you won’t be able to find the treasure without defeating Carla first. It’s hard to explain in words, but once you play it, everything will be perfectly clear.

    Project Update
    After running many tests with my sequential‑block system in Super Mario World, I reached a clear conclusion. The SMW engine simply cannot support a full point‑and‑click structure with items, object combinations, or a real inventory. The RAM limitations, the way sprites are handled, and the lack of dynamic object management make a SCUMM‑style system unrealistic.

    However, this limitation pushed me toward a direction that fits the SNES hardware much better. While researching alternatives, I revisited the history of Simulmondo, the Italian studio active in the late eighties and early nineties. They produced episodic interactive adventures based on popular comic series like Dylan Dog, Diabolik, and Martin Mystère. Their games relied on static screens, simple interactions, minimal inventory, and a strong focus on atmosphere and storytelling.

    This format aligns perfectly with what SMW can actually do. My system already supports scene transitions, dialogue choices, conditional events, and small scripted animations. These are the same building blocks that defined Simulmondo’s interactive adventures. Instead of forcing complex mechanics the engine cannot handle, I can embrace a style that feels authentic to the SNES era and still offers narrative depth.

    The new direction is to create a SNES‑style interactive adventure inspired by Simulmondo’s structure. It will feature static backgrounds, simple choices, branching events, and a strong atmosphere without relying on an inventory system. This approach keeps the project technically feasible while preserving the charm and storytelling potential I wanted from the beginning.

    Mini Update: I Just Had to Show You This

    Okay, I know.. I said the next post would be the official announcement of the finished game.
    But I'm breaking that rule for a very good reason.

    While working on the final level, I ended up putting together this armor hall.. and it turned out so good that there was no way I could keep it hidden until release. It instantly became one of my favorite rooms in the entire game.

    So here it is: the armor hall from the last level.
    Just a small preview, a little taste of the atmosphere you'll find in the finale. I won't spoil anything else, but trust me-its role in the game is pretty special.

    Alright, now the next post will really be the final announcement.
    We're almost there, and I can't wait for you all to play it.

    Development Update: Level Coding Has Begun!

    Hey everyone!
    Just wanted to let you know that I've officially started coding the levels. All bosses and enemies are already done, so from now on I’ll be focusing on building the actual structure of the game.

    I’m aiming for somewhere between 5 and 7 levels, but I haven’t decided the final number yet. Either way, I won’t go beyond that because I want to keep the style I love: short, intense, old?school arcade experiences, without repetitive or filler levels.

    Speaking of bosses:
    there are two more bosses I haven’t shown yet, and I’d rather keep them as a surprise for the final release. I think the “wow” effect will be worth it.

    From this point on, the next topic I post will be the announcement of the completed game.
    We’re really in the final stretch, and I can’t wait for you all to play it!

    New Boss Reveal: The Rolling Mutant

    Hey everyone!
    Time to show off the second boss-another mutant who managed to steal the advanced armor... and figured out a whole new way to weaponize it.

    His Signature Move
    He morphs into a high-speed rolling ball, tearing across the arena while dropping bombs nonstop.
    Pure chaos, pure pressure, pure pixel mayhem.
    I'm still polishing the animations and attack patterns, but the fight is already a wild explosion of metal and mutant fury.
    Get ready-this boss doesn't just chase you.. he runs you over.

    Fresh Update from the Pixel Lab - Meet the First Mutant Boss Wearing the Stolen Armor

    Hey everyone!

    In my previous post, I talked about a new feature I've been adding to the game: mutants aren't just savage and unpredictable. they're smart enough to steal and use advanced armors for a short time.
    And yes, one of those armors is a clear tribute to the legendary Turrican 2 power suit.

    Well, today I’m back with something even cooler.

    I'm excited to introduce the first mutant who managed to steal that iconic armor and twist it into his own brutal, corrupted version.
    This guy officially becomes the first boss you’ll face - a mix of nostalgia, chaos, and pure pixel insanity.

    I'm still polishing animations and attack patterns, but the whole encounter is already looking wild.
    Get ready to see what happens when a mutant grabs a piece of gaming history... and decides to use it against you.

    Jetpack Chaos Inside the Avalon 1

    Our hero just unlocked his new favorite hobby: flying around inside the United Planets Freedom Forces' flagship, the mighty Avalon 1.
    One second he's on the floor, the next he's on the ceiling, and the next he's zooming past two confused drones who are definitely reconsidering their life choices.

    We've got horizontal levels, vertical levels, and a few that look like the ship's engineer built them after a long night and too much cosmic espresso.
    With the Jetpack, every corridor becomes a zero-gravity playground where the only rule is: try not to crash into anything that sparks.

    Giant Mutants Are Live - and They Don't Move... Because They Don't Need To

    Today was giant?mutant testing day.
    And honestly? I'm starting to think I created a whole new category of unfair.

    These things don't walk.
    They don't chase you.
    They don't flank, hide, or do anything remotely tactical.

    They just stand there.
    Like skyscrapers with anger issues.
    And then they unload.

    The moment they spot you, it's like someone flipped the "infinite ammo" switch.
    Rockets, bullets, beams - whatever they're built with, they fire it nonstop like they're trying to erase you from the timeline.

    It's almost insulting how confident they are.
    They look at you like:
    "Why would I move? You're the one who should be running."

    And the worst part?
    I coded them.
    I know exactly how they work.
    And yet every time I test them, I feel like I'm trapped in a turret defense game where the turrets hate me personally.

    Static enemies, sure.
    But when they start firing, you realize mobility was never the problem.
    Survival is.

    Challenge accepted... again.