Doom for C64 work in progress. Versus my VIC-20 port, it has variable height floors and ceilings, windows, elevators, opening doors, visible weapons. Mostly operational. Needs decent artwork and music, if you know anyone that is itching to contribute! Some optimizations required.
I just released my video about the engine (and game) I've been working on.
The engine is based on dynamic SDFs, and the video describes how it works and what it makes possible.
Link in the reply!
This is my first YouTube video and it took forever - please repost!
More time travelling dev adventures with my C64 LittleBigPlanet project - Added text bubbles (c64 nerds might notice how they overlap the border, am pleased with that!) and tinkered with sound some more, still fumbling around in Goat Tracker but feel I am slowly making progress with it, attempted a re-hash of 'An English Country Garden'...
#c64 #LBP #Sackboy #Retro
Ok, let's drop some more Lemmings on C64. This time with terrain detection.
Currently I'm working on a sprite multiplexer that supports interlacing as a fall back, let's see how this works out...
#Gaurodan is here!
The 2013 game has been completely redone to fit my current vision of traditional arcade game design. It's denser (more levels but less overall length), with better pacing, mechanics and a proper scoring system.
@Gryzor87 ♫
Download at https://t.co/wHSbMtWXNB
Remodelling this cozy labor from the Prometheus from a #C64 game in Blockbench. Now how can I open it in Defold, I hoped for textured models at the end...
@RoRamsay@RoRamsay I've no clue what I'm doing, but made some progress in Blockbench, making slopes by editing vertexes and rearrange the UV map is hard (for me)