It’s amazing how clear and readable it still looks.
Sepia! 🟧🟧🟧
Jake wanted to include a pun, but there wasn’t mush room left.
Sent you a DM about this
Great progress! Looking really good. What’s golfing in relation to memory optimisation?
Ideal is up to 4k per tune. You can get away with less depending on the length and complexity of the instruments.
Check out Goattracker. A lot of C64 musicians use it so it’s a good place to start. There’s plenty of sample tunes around you can work on getting in your game as a test. To have SFX and music at the same time the tunes need to leave channel 3 empty.
Looking good! 😄
Maybe you can break it up by sections in the game. I.e. 1st section behaviours 1 - 8 are available, 2nd section 9 - 16 etc. I do something like that in infeZtation. Apologies if this is not helpful, you might not be interested in vague ideas at this point.
I can see the challenge there. Perhaps executing code directly on the ROM or only loading in code blocks as needed could help.
Is this about amount of storage memory for all the content or about what you need in memory at a single point in time?
I had also never heard of a Whiptail Wallaby. Pretty sure these are Swamp Wallabies we get at our house. Never been close enough to smell one though.
This is how I fine tuned and debug the platform collisions in infeZtation 1 and 2. Very handy
❤️
That’s awesome to hear thanks. ☺️ I can send over some PNGs of the sprites when it’s ready if you want. Just let me know.
Thanks buddy.
Thanks Roy!
Thanks Dave! Glad to be of service for your testing. 😁
No date yet. Hopefully not too much longer. 🤞🏻
Thanks Todd!
Thanks my friend!
Thanks Vinny! Will send you a copy when it’s ready.
Thanks Tim!
Here's the intro to infe2tation, also showing the title screen (no menu yet) and map screen (showing only the first area unlocked). Working on the cutscenes next. #c64 #commodore64 #pixelart #8bit #retrogame #indiedev #indiegame
True, but they are still working on it. If you’re looking for something on a smaller scale @retrofrog.bsky.social might have something.
Protovision are still working on the Protopad if that helps:
www.protovision.games/wordpress/ta...
Of course the player in this would need to be 2 sprites. But enemies could be one.
Yeah using a 2 sprite overlay for every entity is pretty restrictive. I ran into this with infeZtation which is why enemies spawn continuously until you kill enough. It is possible to do this style with just multicolor, here’s a mock up I did based on @johanvinet.com’s Castaway.
This took me by surprise. Been using this feature for about 15 years. Good reminder to treat every cloud service as temporary.
Time for another #C64 Quickload episode looking at some of the recent title releases.