Workprint – April 2018

I haven’t had a lot of time for programming recently so there’s not much to talk about today – the workprint posts are moving to Tuesdays in case I forgot to mention that – but one thing I’ve been doing which is sort of related is a spot of digital archaeology, working through a pile of older hard disks in what turned out to be a surprisingly fruitful attempt to locate a few bits and pieces which have gone astray over successive machine rebuilds. One of the things I found is this…

…which was originally drawn on my old Amiga 1200 ‘030 with Deluxe Paint 4 over a decade ago which doesn’t make me feel old in the slightest of course. The intention was to release a small demo written in Blitz 2D with all of the effects running on the monitor’s screen, but I didn’t get much of that code written. What I’m thinking of doing is reworking the background, expanding the image to 16:9 ratio and using it as the basis for a video thumbnail for YouTube because I reckon that’d look nice.

A lot of other interesting files have been found including a couple that I needed for a future blog post and some game graphics which might have to be rolled into a little potential project I was messing around with earlier this evening whilst procrastinating… I’m not sure if what I’m trying to do is actually viable right now so the whole thing might not be going anywhere and I’ll therefore remain annoyingly cryptic about it for the foreseeable future.

Workprint – April 2016

I’m getting a bit behind on the “how it works” posts again, aren’t I…? Anyway, here comes a quick update from Chez Roundabout regarding ongoing code, although you’ll have to excuse the lack of screenshots because, whilst some bits are done or at least close to working, it isn’t quite the right time to be showing them publicly!

Hammer Down now has cover artwork from Trevor Storey and a loading picture by Steve Day, both are in the style of Mastertronic’s classic Action Biker which was one of the main inspirations for the game in the first place along with The Last V8 and Code Masters’ Red Max, not what I was expecting and utterly, fantastically right for the game. At some point during this coming week the current Cosine greetings list will need inserting and then I can roll out a build for tape and disk mastering for Kenz at Psytronik, hopefully dealing with that particular albatross once and for all. And I know that sounds unusually negative, but the last month or two of that project left me not wanting to write game code over a year ago and nothing has changed since.

As far as demos go, the next C64CD project is in the design phase (in other words I’m searching through 1980s releases for elements to “borrow”) and is going to target a platform I haven’t previously released for on that side of things, but no specifics yet in case I change my mind! MD201605 on the other hand is another C64 release and probably about 75% done at this point; along with showcasing a great piece of music from aNdy, will also be making good on my previous promise to produce a simple, heavily documented DYCP routine. Don’t worry, it won’t just be a regular DYCP because I’m throwing in a couple of other classic routines at no extra charge!

There’s another demo project in the wings as well, a multi-loading affair if all goes to “plan” which is destined for release at Sundown in mid July with Andy doing the music and Sean providing a little code. I’m nowhere near certain as to if I can make the party itself since I don’t drive and Budleigh Salterton is a serious trek even when I’m only taking a laptop, C64, Turbo Chameleon and a small TFT display, but this is the last instalment and I didn’t get to any of the others so perhaps it’s time…?

Standard Clone (C64)

Just a quick post; Standard Clone is a small release based on various classic “bog standard” demos from the Compunet era which was released on Thursday; it might be simple but there’s still a few tricks going on like the sprite recycling on the lower border scroller and some colour splits to give nine colours on the sprites in the upper border.

And yes, this means that I’ve released two similarly styled demos in under two weeks but no, that wasn’t deliberate because I rarely plan that far ahead!