Blog Posts

Beyond Catalog: Why you should check out itch.io and start sideloading on your Playdate
A bit of a different post than usual, but I wanted to take some time to highlight itch.io as a source for Playdate games. I feel that many Playdaters are still not aware of the store, or are unsure how it works exactly. And that’s a shame, because there’s a lot of cool stuff y...

Why Play Games When You Can Write a Game Boy Compiler Instead?
Originally appeared on the Reaktor blog When was the last time you had to worry about how much memory your code could use? Have you ever had to count the clock cycles it takes to render an animation on the screen?

Creating a game with gbforth
It’s been a while since I last worked on gbforth, but I felt like the project was left a little unfinished due to lack of information on how to get started. So I decided to write at least one guide that aims to create a simple game with the toolkit from scratch.

An Introduction to Codemods
Refactoring is an inevitable part of software development. As your project grows and requirements change, you will eventually run into problems with your system design. When that happens, you can either waste a lot of time cleaning up old code, or leave things as they are for ...

Ramadan Mubarak!
Since this is my 3rd time fasting during Ramadan since joining Reaktor (and people at the office might notice me not doing lunch anymore) I figured I could share a few things about this month.

Game Boy hacking at FOSDEM
A week ago David and I were in Brussels, giving a talk about our first Amsterdam Hackers project at FOSDEM 2019. We explained how we developed a Forth cross-compiler for the original Game Boy by first reverse-engineering a Hello World! binary.

Codemods Talk
Last week I gave my first tech talk at a JavaScript meetup in Amsterdam. While it was a bit daunting at first, I luckily have amazing colleagues who helped me a lot when preparing this talk (and managed to convince me that I have something worth sharing in the first place).