Posts Tagged ‘Programming’

A whole new world – part 4

Tuesday, May 14th, 2013

Well, the still-untitled C64 game currently referred to as Last Red Biker has finally got a titles page!

Last Red Biker (C64)

The actual code is now pretty much done apart from the completion screen and some tuning up of event delays that can’t be done until the music is installed. The remaining slog is that last block of code, tidying up the map (which is mostly trees with incorrect shadows by the look of things, although a few other tweaks will no doubt present themselves once the game is properly playable) and adding the final co-ordinate data for objects. There’ll be a playable preview on the Oldschool Gaming stand at Revival in Wolverhampton this coming weekend if anyone going fancies giving it a whirl.

Last Red Biker (C64)

I should also have my (t)rusty old laptop along which will have a playable preview of the Apple II game I’ve been working on called Hissing Sid if anyone asks… or indeed if they don’t ask! That looks like this…

Hissing Sid (Apple 2)

…and yes, it’s a Snake clone because starting simple and getting that going seemed like a good idea when approaching the hardware. The Apple II is an interesting platform but has been tricky to work with at the same time, partly because the kind of documentation a beginner needs is spread out over a number of sources. There’s nothing definitive about getting a reliable vertical blank sync for example, with a few documents mentioning techniques but adding caveats about how they don’t work on every model of Apple II. That’s hopefully been sussed for Hissing Sid thanks to some lovely, fluffy bunnies at the Atari Age forums who kindly ran some of my shonky test code on real hardware, but it’ll need a lot more testing before release…

A whole new world – part 3

Thursday, March 21st, 2013

I haven’t had much time to work on Last Red Biker recently (or even think of a proper name for it) until today but, along with stamping on a few bugs including two extremely boneheaded mistakes on my part, there’s a new video on teh intertubes that does demonstrate a little progress:

The main change is a second collectable item, not essential for completing the game but there for a score bonus and a secondary challenge for more experienced players. The status bar I’ve been trying to get out of my head and onto pixels is starting to take shape too; the fuel gauge has already changed since the video was recorded and, since I know someone out there will probably ask for a still image, here I am parked on a roundabout!

Last Red Biker (C64)

A whole new world – part 2

Tuesday, January 29th, 2013

I posted just over a week back about making level data so here’s something of a progress report…

It didn’t actually take an entire nine days to produce this background map (which still needs some detail work and a few tweaks) but I probably put about two or possibly three actual days into throwing the map together. At the moment it has a working title of Last Red Biker because it’s based on the classic isometric collect ‘em up Action Biker for gameplay and I’ve tried to ape the top down graphical stylings of The Last V8 and Red Max.