Yesterday, I focused on creating a development environment and even added a placeholder(player) that can go left, right, jump and fall! It's great success imo for now :D
I wonder what I should try to do next?
#C64#Homebrew#gamedev#Retro
Sooo the C64 can only shift the screen 0-7 pixels in hardware.. That means that every 8 pixels, all 25 rows of characters and colours have to move one column over and the NEW column gets drawn.
#c64#gamedev#homebrew#Retro
Also!: unrolled loops with fixed addresses instead of memmove (WAY faster), new columns prepared in advance with lookup tables, the fine scroll register set first instead of last, and the KERNAL’s timer interrupt switched off.
@DeepVeinGame I made some platforms + a gap using a text-based map, then added some collision logic and even got the player to respawn when it falls into the hole! I'm thinking of expanding the map to make scrolling possible next :P
Big news! I added some platforms and a little gap in my map :P
I even got the collisions working, so our cube can now walk up steps, bump into walls, land on platforms, and fall off edges..
Next up: scrolling!
#c64#retrogames#Homebrew
I've enrolled in a retro console development elective and am super exicted! I got my hands on the c64, so I'll be using that as my platform for my new game :D The goal is to make a simple platformer game till the end of the semester. Wish me luck!!
#c64#retrogames#homebrew