The Parts of SNES Game Development That Slow Me Down

SUPERJ11BIT

Member
Anyone who follows my projects knows how much I love making SNES games — but not every part of the process hits the same way.So I wanted to share which parts I enjoy the most… and which ones tend to drag a bit for me.

When it comes to drawing sprites and backgrounds, I’m completely in my element.I love spending time on tiny details, experimenting, polishing… I can get lost in it for hours.It’s the most relaxing and creative part of the whole journey for me.

Then there’s the part where I have to set up and configure the code inside the ROM.I still find it interesting — it’s literally what brings everything to life — but it’s also the most demanding and boring part for me.It slows me down, makes me take more breaks, and requires a different kind of focus.

To avoid burning out or pushing myself too hard, I like to work on smaller, simpler projects between bigger games.It helps me reset my brain, stay motivated, and not overdo it to the point where I end up dropping everything.
:cool: :) :rolleyes::unsure:
 
Anyone who follows my projects knows how much I love making SNES games — but not every part of the process hits the same way.So I wanted to share which parts I enjoy the most… and which ones tend to drag a bit for me.

When it comes to drawing sprites and backgrounds, I’m completely in my element.I love spending time on tiny details, experimenting, polishing… I can get lost in it for hours.It’s the most relaxing and creative part of the whole journey for me.

Then there’s the part where I have to set up and configure the code inside the ROM.I still find it interesting — it’s literally what brings everything to life — but it’s also the most demanding and boring part for me.It slows me down, makes me take more breaks, and requires a different kind of focus.

To avoid burning out or pushing myself too hard, I like to work on smaller, simpler projects between bigger games.It helps me reset my brain, stay motivated, and not overdo it to the point where I end up dropping everything.
:cool: :) :rolleyes::unsure:
I've heard it was actually super difficult to make those SNES games, I imagine it's pretty difficult to hack as well. Would be easier to just make new games, but then they wouldn't run on a SNES. I played a lot of final fantasy hacktics, they did some really cool stuff within that game framework. That's what inspired me to get into making actually. Is there some sort of list of romhacks you've done?
 
I've heard it was actually super difficult to make those SNES games, I imagine it's pretty difficult to hack as well. Would be easier to just make new games, but then they wouldn't run on a SNES. I played a lot of final fantasy hacktics, they did some really cool stuff within that game framework. That's what inspired me to get into making actually. Is there some sort of list of romhacks you've done?
Thanks a lot for the comment! Honestly, hacking the SNES isn’t that complicated — it just takes patience, curiosity, and the willingness to tear everything apart piece by piece. I’m a huge retro‑gaming fan, and over the last few years I’ve been focusing on developing games for the Super Nintendo. I spent a long time reverse‑engineering Super Mario World, digging into its logic, systems, and internal structure.

After about a year of work, I managed to build my own little “hand‑crafted” engine — basically a personal sandbox that lets me experiment and create completely new experiences from scratch. For me, a timeless classic isn’t just a tribute to the past, but a creative starting point to build original and unique games. Sure, the technical limits of the original engine are still there, but working within those boundaries is exactly what makes it fun. Constraints push me to find new solutions and turn limitations into opportunities.

If you want to check out my projects, you can find everything here: Profile
 
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