Monte Boyd

Monte Boyd

@monteboyd.bsky.social

Designer, C64 developer, dad. He/him. Sydney, Australia https://monteboyd.itch.io/

879 Followers 431 Following 299 Posts Joined Sep 2023
3 days ago

It’s amazing how clear and readable it still looks.

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3 days ago

Sepia! 🟧🟧🟧

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5 days ago

Jake wanted to include a pun, but there wasn’t mush room left.

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6 days ago

Sent you a DM about this

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6 days ago

Great progress! Looking really good. What’s golfing in relation to memory optimisation?

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1 week ago

Ideal is up to 4k per tune. You can get away with less depending on the length and complexity of the instruments.

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1 week ago

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.

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1 week ago

Looking good! 😄

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2 weeks ago

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.

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2 weeks ago

I can see the challenge there. Perhaps executing code directly on the ROM or only loading in code blocks as needed could help.

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2 weeks ago

Is this about amount of storage memory for all the content or about what you need in memory at a single point in time?

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2 weeks ago
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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.

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2 weeks ago

This is how I fine tuned and debug the platform collisions in infeZtation 1 and 2. Very handy

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2 weeks ago

❤️

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3 weeks ago

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.

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3 weeks ago

Thanks buddy.

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3 weeks ago

Thanks Roy!

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3 weeks ago

Thanks Dave! Glad to be of service for your testing. 😁

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3 weeks ago

No date yet. Hopefully not too much longer. 🤞🏻

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3 weeks ago

Thanks Todd!

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3 weeks ago

Thanks my friend!

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3 weeks ago

Thanks Vinny! Will send you a copy when it’s ready.

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3 weeks ago

Thanks Tim!

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3 weeks ago
Video thumbnail

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

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1 month ago

True, but they are still working on it. If you’re looking for something on a smaller scale @retrofrog.bsky.social might have something.

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1 month ago
Preview
News :: Protovision - High Quality C64 Entertainment Software Protovision - We develop and distribute NEW games, hardware and other stuff for the good old Commodore C64.

Protovision are still working on the Protopad if that helps:
www.protovision.games/wordpress/ta...

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1 month ago

Of course the player in this would need to be 2 sprites. But enemies could be one.

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1 month ago
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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.

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1 month ago

This took me by surprise. Been using this feature for about 15 years. Good reminder to treat every cloud service as temporary.

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1 month ago
YouTube
C64 Quickload Episode #11 - Jupiter Fracture, Quarx and more!! YouTube video by RetroGamerNation

Time for another #C64 Quickload episode looking at some of the recent title releases.

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