Commodore manía
Commodore 64 => Desarrollo => Mensaje iniciado por: josepzin en Enero 16, 2018, 20:31:13
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Abro este hilo con el reciente LuftrauserZ, lo he leído por encima y está muy interesante.
http://www.rgcd.co.uk/2018/01/after-action-review-overview-of-making.html
(https://3.bp.blogspot.com/-PNmDzv-Ui0g/Wl0mVhhNg6I/AAAAAAAAIw4/ZPulqvDL9hAMVIHhStU11uTA0VrrqDUSwCLcBGAs/s480/LZ_ingame_chars.png)
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Un comentario desde la ignorancia y desde mi impresión del juego.
Cuando vi por primera vez este juego, la versión Flash para PC, lo primero que pensé fue "que bueno este juego, se podría hacer para C64!!"
Tardó pero salió, aunque no es lo que me esperaba, quizás debido a que está basado en la versión PC Steam y no en ese más primitivo original.
¿Qué es lo que no me gusta de este juego?, basicamente dos cosas: los disparos caracter y que haya que darle más de una vez a los enemigos.
Sobre todo eso de los disparos caracter, en el texto el autor explica algo del tema, pero no sé... yo creo que usando multiplexacion se podría haber hecho todo con sprites, quizas hablo desde la ignorancia o quizas en esta version tiene tantas cosas que no hubiera alcanzado para hacer una version minimamente parecida pero a mi esos disparos NO ME GUSTAN.
(https://3.bp.blogspot.com/-LW4IbPPYS5c/Wl0s2NpPXnI/AAAAAAAAIxs/UFTKuN5bmckjGGJOh7Y-c2-jDrQ66MJxgCLcBGAs/s480/LZ_game1.png)
En esta captura se ve que hay muchos menos de 8 sprites en horizontal, cierto es que el juego tiene unos movimientos del infierno y quizas muchas veces habría mas de 8... pero hay muchos juegos que lo resuelven todo con sprites y el resultado vale la pena.
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La música de este juego es increible!
Esta es la versión original.
https://www.youtube.com/watch?v=H7ozwA7DOEc
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Sam's Journey (C64) · A Pixel Study
Watch a time-lapse screen-recording of Stefan as he's playing around with different styles of glaciers and crystals - which later becomes the Ice Cave setting of our new C64 platformer Sam's Journey!
https://www.youtube.com/watch?v=PUsvNHPRqBU
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Covert Bitops music player history
A look at the music playback routines used in Covert Bitops games so far + the newest and most limited MiniPlayer at https://github.com/cadaver/miniplayer. Games were instrumented to show the music player CPU use (rastertime) in the border.
For Metal Warrior 1 & 3, which had no music editor, the music was composed directly in source code.
https://www.youtube.com/watch?v=Y7jIFafxZ7A
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Iceblox Plus, desde CSDb se puede descargar el juego pero además también todos los fuentes!
http://csdb.dk/release/?id=161513
(http://csdb.dk/gfx/releases/161000/161513.gif)
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Seguro que esto interesa: The Spriters Resource
No hay tanto pero lo que hay está bueno.
Enlace: https://www.spriters-resource.com/commodore_64/ (https://www.spriters-resource.com/commodore_64/)
(https://www.spriters-resource.com/resources/game_icons/6/5529.png)
(https://www.spriters-resource.com/resources/sheets/70/73214.png)
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Que bien pensao... si es que por eso eres el admin!
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Venus Express
Un juego muy simple que incluye el código fuente. @Maniako, este tiene un super scroll.
Enlace: http://csdb.dk/release/?id=20185 (http://csdb.dk/release/?id=20185)
(http://csdb.dk/gfx/releases/20000/20185.gif)
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Un curso de ensamblador de RichardTND, con ejemplos de distintos tipos de juegos que incluyen los fuentes.
http://tnd64.unikat.sk/assemble_it5.html (http://tnd64.unikat.sk/assemble_it5.html)
(http://tnd64.unikat.sk/ass_example_pics/new/Rogue_Ninja_Game.png)
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Por lo que entiendo, Cadaver está creando un framework para hacer juegos, sus juegos, y además es público. ¡Que interesante!
C64gameframework example game
Simple sidescroller game (with reused Steel Ranger assets) implemented for learning purposes as part of the c64gameframework project. The same engine code is used in the upcoming MW ULTRA game, featuring 22 row scrolling with flexible color RAM updates (varying color-per-char or color-per-block.)
https://github.com/cadaver/c64gameframework (https://github.com/cadaver/c64gameframework)
https://www.youtube.com/watch?v=0s8ZaUIHJcI (https://www.youtube.com/watch?v=0s8ZaUIHJcI)
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No es un juego pero son los fuentes del demo mayday
https://bitbucket.org/jansalleine/weekinprogress/src/master/ (https://bitbucket.org/jansalleine/weekinprogress/src/master/)
https://twitter.com/awsm9000/status/1099930102949920768 (https://twitter.com/awsm9000/status/1099930102949920768)
https://www.youtube.com/watch?v=46TuYiee5Fw (https://www.youtube.com/watch?v=46TuYiee5Fw)
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"Toggle-plexing" Sprites on the Commodore 64 y más artículos sobre el desarrollo de juegos, ¡MUY interesante!
El juego es este: https://www.gamesthatwerent.com/gtw64/colony/ (https://www.gamesthatwerent.com/gtw64/colony/)
Y viene de este hilo en Lemon donde está el autor: https://www.lemon64.com/forum/viewtopic.php?t=68953 (https://www.lemon64.com/forum/viewtopic.php?t=68953)
https://kodiak64.com/blog/toggleplexing-sprites-c64 (https://kodiak64.com/blog/toggleplexing-sprites-c64)
(https://static.kodiak64.com/assets/Colony-Multiplexor-schema.jpg)
(https://static.kodiak64.com/assets/Colony-Toggleplexor.png)
https://www.youtube.com/watch?v=cfrI4M29v9o (https://www.youtube.com/watch?v=cfrI4M29v9o)
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Commodore 64 HiRes bitmap: workflow and image conversion
https://www.youtube.com/watch?v=0djrql1a6xQ (https://www.youtube.com/watch?v=0djrql1a6xQ)
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que guapo con esa música a piano!
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Códigos fuentes de:
- Alien3
- Altered Beast on the C64
- Nemesis-the-Warlock
- Rampage
- Atomic-Robokid
- Slaine
https://github.com/milkeybabes
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Con código fuente.
Here's a little mini intro that I wrote as an example for c64jasm. It shows how to use Petmate and Spritemate graphics & play SID in an assembly program.
https://twitter.com/nurpax/status/1138549390682066945
https://github.com/nurpax/c64jasm/tree/master/examples/content-pipe/src
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No sé que hace este pero se pasa más de 3 horas toqueteando y hablando sobre las tripas del Thust!
Lets Dissect a Commodore 64 Game! - Episode 1 - Thrust
https://www.youtube.com/watch?v=X1_X60gspo0 (https://www.youtube.com/watch?v=X1_X60gspo0)
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Lets Make a Commodore 64 Game - Episode 2- 13/7/2019
https://www.youtube.com/watch?v=z7z4aM6mLmI (https://www.youtube.com/watch?v=z7z4aM6mLmI)
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Lets Dissect a Commodore 64 Game! - Episode 2 - Armalyte
https://www.youtube.com/watch?v=KFcn_z7WFkM (https://www.youtube.com/watch?v=KFcn_z7WFkM)
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Lets Make a Commodore 64 Game - Episode 3- 20/7/2019
https://www.youtube.com/watch?v=Ixwmu1tRB6s (https://www.youtube.com/watch?v=Ixwmu1tRB6s)
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Lets Dissect a Commodore 64 Game! - Episode 3 - Creatures - 25/7/2019
https://www.youtube.com/watch?v=XWpQySA3MFA (https://www.youtube.com/watch?v=XWpQySA3MFA)
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Lets Make a Commodore 64 Game - Episode 4- 27/7/2019
https://www.youtube.com/watch?v=eB1uP6cTkVM (https://www.youtube.com/watch?v=eB1uP6cTkVM)
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Lets Dissect a Commodore 64 Game! - Episode 4 - Continental Circus - 1/8/2019
https://www.youtube.com/watch?v=WbJoNa7DRzE (https://www.youtube.com/watch?v=WbJoNa7DRzE)
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Lets Dissect a Commodore 64 Game! - Episode 5 - Airwolf - 8/8/2019
https://www.youtube.com/watch?v=Mmkubw1xuQE (https://www.youtube.com/watch?v=Mmkubw1xuQE)
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Lets Make a Commodore 64 Game - Episode 5 - 10/8/2019
https://www.youtube.com/watch?v=k03lu_KpF4Q (https://www.youtube.com/watch?v=k03lu_KpF4Q)
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Actualización del blog de desarrollo del MW ULTRA - work in progress
https://cadaver.github.io/wip.html (https://cadaver.github.io/wip.html)
Enemy work for MW ULTRA is going on, along with bugfixes, minor AI adjustments and optimizations.
When one starts to work on the enemies seriously, AI routines get severely stresstested, and some odd behaviors stand out. For example, the player would occasionally get noticed even when in cover, if an enemy was approaching from the left and the player was behind cover, also facing left. This was a simple logic mistake, easily fixed once detected, but also easily missed if only using straightforward frontal attacks on enemies when testing.
How enemy spawning works got implemented. Spawn points are to be placed into the levels with the world editor. These are item actors with an illegal type, that will not be put onscreen as actual items. Instead, they're processed on each area change, and create an enemy at their position, using randomized enemy types and weapons from lists, similar to practically all Covert Bitops games so far. The horizontal position can be changed slightly to produce variation. Spawn points can also be turned on and off by the game's story progression boolean flags. The spawned enemies are removed when leaving the area.
But this is not yet the complete picture. MW ULTRA contains horizontally long areas, and the game world might seem empty if you were to walk to the other end of an area and defeat all the enemies along the way, then walk back, and find it still empty, until you actually cross to the next area. Therefore the spawn points within that same area will also respawn enemies after enough time has passed. This requires some care: the spawn point must be far enough from the player, and the spawn point's previous enemy must actually have been defeated. This is to ensure that the player is never overwhelmed. Staying in one place will never produce a continuous stream of respawning enemies (as can happen in Hessian), so the player can proceed at their own pace.
Along with enemy spawning, item drop logic & rules were also needed. The straightforward answer is for an enemy to drop their weapon, but there are also other pickups like coins, first aid kits and armor. Similar to Hessian, it's about thinking of what the player is likely to need most at the moment, along with some randomness:
- If player doesn't yet have the enemy's weapon, it should definitely be dropped.
- If player is low on health, first aid drop probability should increase.
- If player is already carrying maximum of something or has the same melee weapon, it shouldn't be dropped.
- If the enemy can drop coins, it's a good fallback choice.
Something that both Metal Warrior 4 and Hessian got occasional criticism for was showing only the amount of spare magazines instead of spare rounds, similar to the original Deus Ex game. This is perhaps more realistic, but could create ambiguity. So now MW ULTRA displays rounds in magazine and amount of spare rounds, like most recent shooter games. This required removing the expanded borders in the score panel (40 column mode instead of 38), but was well worth it, as now the selected weapon is also displayed completely thanks to more available space, and there's two chars more available for each line in conversations.
Since the last WIP update, the scrolling also got one more improvement. Rastertime would get very tight on an unaccelerated NTSC C64, leading to occasional visual glitches at the midpoint of the screen when redrawing the screen. The solution is to split the NTSC screen update to 3 parts: top, middle and bottom, instead of just top and bottom. No more glitches!
This means the REU scrolling code path could even be removed in case of severe compatibility trouble or lacking disk space, however it's preferable to keep it in, as it leaves REU-enabled machines much more free CPU time for all non-scrolling code, preventing potential slowdowns.
Now, the enemy work shall continue! Here is a work-in-progress video of the first enemies that were implemented, and fighting against them:
https://www.youtube.com/watch?v=wDdWASzKgv4 (https://www.youtube.com/watch?v=wDdWASzKgv4)
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Lets Dissect a Commodore 64 Game! - Episode 6 - The Last V8 - 15/8/2019
https://www.youtube.com/watch?v=SAExcYYzqZM (https://www.youtube.com/watch?v=SAExcYYzqZM)
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Súper interesante, aunque igual ya lo compartí por aquí.
How To Code The Sarah Jane Way… https://sarahjaneavory.wordpress.com/2019/07/04/how-to-code-the-sarah-jane-way/
Por si algún despistado no lo sabe, Sarah Jane es la creadora del Neutron y de dos juegos más en desarrollo, un RPG (Briley Witch) y uno de naves (Soul Force creo que se llamará.
(https://sarahjaneavory.files.wordpress.com/2019/07/tt2.png?w=672)
https://twitter.com/SarahJaneAvory/status/1162838965097062401
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Lets Make a Commodore 64 Game - Episode 6 - 18/8/2019
https://www.youtube.com/watch?v=nnScngUWSK8 (https://www.youtube.com/watch?v=nnScngUWSK8)
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Lets Dissect a Commodore 64 Game! - Episode 7 - Barbarian - 22/8/2019
https://www.youtube.com/watch?v=ZavmEps_aC4 (https://www.youtube.com/watch?v=ZavmEps_aC4)
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The Making Of Neutron (Part 1)
https://sarahjaneavory.wordpress.com/2019/08/23/the-making-of-neutron-part-1/
Primer entrada de una serie que explica cómo hizo el juego Neutron. Esta mujer no para.
https://sarahjaneavory.wordpress.com/tag/neutron/
(https://sarahjaneavory.files.wordpress.com/2019/08/n1.jpg?w=672)
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Lets Make a Commodore 64 Game - Episode 7 - 24/8/2019
https://www.youtube.com/watch?v=QUoy7dMrfWM (https://www.youtube.com/watch?v=QUoy7dMrfWM)
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Lets Dissect a Commodore 64 Game! - Episode 8 - Nebulus - 29/8/2019
https://www.youtube.com/watch?v=qq-I4CbQbyM (https://www.youtube.com/watch?v=qq-I4CbQbyM)
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Lets Make a Commodore 64 Game - Episode 8 - 31/8/2019
https://www.youtube.com/watch?v=0orWBgY60hI (https://www.youtube.com/watch?v=0orWBgY60hI)
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Lets Dissect a Commodore 64 Game! - Episode 9 - Effects Grab Bag - 5/9/2019
https://www.youtube.com/watch?v=GWh_kzr55Oo (https://www.youtube.com/watch?v=GWh_kzr55Oo)
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Lets Make a Commodore 64 Game - Episode 9 - 7/9/2019
https://www.youtube.com/watch?v=zxCqQqhCbBg (https://www.youtube.com/watch?v=zxCqQqhCbBg)
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Humphrey0573, el autor del libro "Programación Retro del Commodore 64: Todo lo que siempre quisiste saber sobre ensamblador y código máquina del C64", está publicando una serie de entradas donde va desarrollando un Asterois desde cero, en ensamblados.
Unas entradas más que interesantes para empezar con el desarrollo de un juego.
https://programacion-retro-c64.blog/2019/09/13/asteroids-eliminacion-de-zonas-ocultas/
(https://programacionretroc64.files.wordpress.com/2019/09/asteroids-giros-controlados.gif?w=660)
@humphrey0573 sería muy útil si pusieras una etiqueta a tus entradas del Asteroids! asi se podría enlazar a todo el curso completo.
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Lets Dissect a Commodore 64 Game! - Episode 10 - Bandits - 12/9/2019
https://www.youtube.com/watch?v=rpYh52SGQKY (https://www.youtube.com/watch?v=rpYh52SGQKY)
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Lets Make a Commodore 64 Game - Episode 10 - 14/9/2019
https://www.youtube.com/watch?v=R-gKkdPvum8 (https://www.youtube.com/watch?v=R-gKkdPvum8)
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Anuncio: C64, Programación de videojuegos para torpes del @Dozznar
https://www.youtube.com/watch?v=mI7bAlqNrlg (https://www.youtube.com/watch?v=mI7bAlqNrlg)
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El curso de Dozznar, por fin alguien que habla en cristiano!!
Capitulo 7. Commodore 64, Programación de videojuegos para torpes
https://www.youtube.com/watch?v=03cbFIu6JKo (https://www.youtube.com/watch?v=03cbFIu6JKo)
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Lets Make a Commodore 64 Game - Episode 11 - 21/9/2019
https://www.youtube.com/watch?v=e7oGItyT2wI (https://www.youtube.com/watch?v=e7oGItyT2wI)
Lets Make a Commodore 64 Game - Episode 12 - 28/9/2019
https://www.youtube.com/watch?v=nCZBk_ef1qc (https://www.youtube.com/watch?v=nCZBk_ef1qc)
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Código fuente del Abu Simbel Profanation. @equinoxe
https://github.com/Equinoxe-fgc/AbuSimbelProfanationC64
Tenéis disponible el código fuente del Abu Simbel Profanation para Commodore 64 en: https://github.com/Equinoxe-fgc/AbuSimbelProfanationC64
Este ha sido mi primer programa en ensamblador del C64, de modo que no recomiendo intentar aprender de él, que seguro que he hecho algunas burradas...😅
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Código fuente del Keystone Kapers: https://github.com/tonysavon/Keystone-Kapers-C64
(https://csdb.dk/gfx/releases/182000/182116.gif)
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Planeta X2 para el Commodore 64, The Making Of:
https://www.youtube.com/watch?v=NB_VBl7ut9Y (https://www.youtube.com/watch?v=NB_VBl7ut9Y)
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Cosas del @riq
Commando game disassembled – fully commented code
https://gitlab.com/ricardoquesada/c64-commando-2084/tree/orig
This is the disassembled, fully commented source code of Commando for the C64. It includes:
"Easy" to follow source code (requires some C64 internals knowledge).
Source code can be compiled. It generates the exactly same binary as the original one.
(https://user-content.gitlab-static.net/a81ba2eb9033ba9e3fc62303fbc37f5563420774/68747470733a2f2f6c68332e676f6f676c6575736572636f6e74656e742e636f6d2f6438776f6e45766a326d6355326b7032677374456d5a4e465655675a386d4756784e694254694850584c694543327463732d616176546d73796f556e776d386f4642617172376751724853756876466c32316758424d4456374d55516d56374668376c65664d4d5a5664643146734471474c3557785a347047703350764b4d6b2d70747954313233476c6f3d2d6e6f)
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Cosas del @riq
Commando game disassembled – fully commented code
https://gitlab.com/ricardoquesada/c64-commando-2084/tree/orig
(https://user-content.gitlab-static.net/a81ba2eb9033ba9e3fc62303fbc37f5563420774/68747470733a2f2f6c68332e676f6f676c6575736572636f6e74656e742e636f6d2f6438776f6e45766a326d6355326b7032677374456d5a4e465655675a386d4756784e694254694850584c694543327463732d616176546d73796f556e776d386f4642617172376751724853756876466c32316758424d4456374d55516d56374668376c65664d4d5a5664643146734471474c3557785a347047703350764b4d6b2d70747954313233476c6f3d2d6e6f)
Madre mía!! lo que hubiéramos dado en su día los programadores por poder "destripar" un juego así y ver como se hacías los truquillos.
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¡Ahora si algo sobra es información!
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Interesante:
He vuelto a programar en BASIC como en los 80 (III)
Tras haber llevado el juego Dead End_ al Amstrad CPC y al MSX, tocaba el turno de la última plataforma, por descarte: el Commodore 64. Tras haber adquirido experiencia en los dos desarrollos previos, pensaba que este último paso iba a resultar más sencillo, pese a que tenía mis reticencias sobre qué me iba a encontrar en esta plataforma prácticamente desconocida para mí.
https://blog.falvarez.es/2019/10/he-vuelto-a-programar-en-basic-como-en-los-80-iii.html
(https://blog.falvarez.es/uploads/2019/10/c64-primer-caracter-grafico.jpg)
(https://blog.falvarez.es/uploads/2019/10/c64-algo-falla-con-los-graficos.jpg)
(https://blog.falvarez.es/uploads/2019/10/c64-deadend.jpg)
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Lets Make a Commodore 64 Game - Episode 15 - 19/10/2019
https://www.youtube.com/watch?v=9vFSygJS1ew (https://www.youtube.com/watch?v=9vFSygJS1ew)
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Get Witchy: juego con los fuentes
https://csdb.dk/release/?id=183360
(https://csdb.dk/gfx/releases/183000/183360.gif)
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Lets Dissect a Commodore 64 Game! - Episode 18 - VSP Scrolling - 6/12/2019
https://www.youtube.com/watch?v=DJgB7_02wXk (https://www.youtube.com/watch?v=DJgB7_02wXk)
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Lets Make a Commodore 64 Game - Episode 19 - 21/12/2019
https://www.youtube.com/watch?v=qXr6Cw7y0zE (https://www.youtube.com/watch?v=qXr6Cw7y0zE)
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Lets Make a Commodore 64 Game - Episode 20 - 29/12/2019
https://www.youtube.com/watch?v=LbF4Loy_9Ow (https://www.youtube.com/watch?v=LbF4Loy_9Ow)
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Lets Dissect a Commodore 64 Game! - Episode 20 - Making It Rain - 10/01/2020.
https://www.youtube.com/watch?v=QeqYr3zeQYs (https://www.youtube.com/watch?v=QeqYr3zeQYs)
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Lets Make a Commodore 64 Game - Episode 21 -19/01/2019
https://www.youtube.com/watch?v=d4bFWkH17Rc (https://www.youtube.com/watch?v=d4bFWkH17Rc)
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Lets Dissect a Commodore 64 Game! - Episode 22 - Sprite Multiplexing - 24/01/2020
https://www.youtube.com/watch?v=eYNZtlnK0gY (https://www.youtube.com/watch?v=eYNZtlnK0gY)
Lets Dissect a Commodore 64 Game! - Episode 23 - Sprite Masking - 07/02/2020
https://www.youtube.com/watch?v=LPdjmjoMUEg (https://www.youtube.com/watch?v=LPdjmjoMUEg)
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Juego con fuentes: Plumber's smile
https://globalgamejam.org/2020/games/plumbers-smile-8
(https://ggj.s3.amazonaws.com/styles/game_content__wide/games/screenshots/2020/02/99019/screenshot2.png?itok=xrVW8TzY×tamp=1580685990)
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Publicados los fuentes del Old Tower: https://twitter.com/RetroSouls/status/1231583786128826368 (https://twitter.com/RetroSouls/status/1231583786128826368)
https://retrosouls.itch.io/old-tower-commodore-64 (https://retrosouls.itch.io/old-tower-commodore-64)
https://www.youtube.com/watch?v=LhaBleN5vlg (https://www.youtube.com/watch?v=LhaBleN5vlg)
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Katabatia - New rogue-like
Incluye los fuentes: https://www.lemon64.com/forum/viewtopic.php?t=73839 (https://www.lemon64.com/forum/viewtopic.php?t=73839)
(https://i.postimg.cc/13fFdmKJ/image.jpg)
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Let's Code 6502 - Ep1: Basics of Asssembly
https://www.youtube.com/watch?v=nwriuuShSDU (https://www.youtube.com/watch?v=nwriuuShSDU)
Let's Code 6502 - Ep2: Addressing Modes and Kick Assembler
https://www.youtube.com/watch?v=ckwfKTRPA2w (https://www.youtube.com/watch?v=ckwfKTRPA2w)
Let's Code 6502 - Ep3: Arithmetic
https://www.youtube.com/watch?v=MecGN2tUPE4 (https://www.youtube.com/watch?v=MecGN2tUPE4)
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Let Scroll Stuff - Vertical
https://www.youtube.com/watch?v=KJPkJ_T3kRg (https://www.youtube.com/watch?v=KJPkJ_T3kRg)
Imposible de ver, pero aquí lo dejo...
Let's Make a Charity Game Part 1 of 2 - 16 hour C64 Game Dev
https://www.youtube.com/watch?v=aovw0xTGCT4 (https://www.youtube.com/watch?v=aovw0xTGCT4)
Let's Make a Charity Game Part 2 of 2 - 16 hour C64 Game Dev
https://www.youtube.com/watch?v=0ik7dc5Sz_E (https://www.youtube.com/watch?v=0ik7dc5Sz_E)
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Otra vida para ver esta Serie Lets Make a Commodore 64 Game...
Aquí está la lista con todos los videos: http://www.youtube.com/watch?v=bMzBr0BbCBE&list=PLq4NVS62WsPCrlEIevQppJryYeJkNmgpT# (http://www.youtube.com/watch?v=bMzBr0BbCBE&list=PLq4NVS62WsPCrlEIevQppJryYeJkNmgpT#)
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Y la lista de Lets Dissect a Commodore 64 Game!
https://www.youtube.com/watch?v=X1_X60gspo0&list=PLq4NVS62WsPDgnYyb3hUHZpWodSF4z5bo (https://www.youtube.com/watch?v=X1_X60gspo0&list=PLq4NVS62WsPDgnYyb3hUHZpWodSF4z5bo)
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Madermia, ahora se metió a hacer juegos para la Gameboy...
Learning Gameboy Color Z80
https://www.youtube.com/watch?v=1KDuHRmHvoQ&list=PLq4NVS62WsPBh7usjbUN2668hwdqSmqT1 (https://www.youtube.com/watch?v=1KDuHRmHvoQ&list=PLq4NVS62WsPBh7usjbUN2668hwdqSmqT1)
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@PacoBlog64 nos cuenta qué está usando para su Street Fighter II
Desarrollo de Street Fighter 2 Champion Edition para C64. Parte 2: el entorno
https://www.pacoblog64.com/2020/05/desarrollo-de-street-fighter-2-champion_25.html (https://www.pacoblog64.com/2020/05/desarrollo-de-street-fighter-2-champion_25.html)
(https://1.bp.blogspot.com/-QD0jeHfqXdM/XsQF_kHHLQI/AAAAAAAABnI/jSfYoPjDzr8Ipciew9UuTfevzKDFNjOwACLcBGAsYHQ/s640/relaunch64.png)
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Muy interesantes las explicaciones de Paco. Esperamos con ganas el próximo capitulo con los Sprites.
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Muy interesantes las explicaciones de Paco. Esperamos con ganas el próximo capitulo con los Sprites.
Pues lo tienes desde hace semanas, se conoce que el bueno de @josepzin está leyendo mi blog de forma desordenada ;D ;D ;D: https://www.pacoblog64.com/2020/07/desarrollo-de-street-fighter-2-champion.html (https://www.pacoblog64.com/2020/07/desarrollo-de-street-fighter-2-champion.html)
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Según la vida me deja... :P igual me suena que este enlace ya lo compartí en alguna parte, quizás en "Juegos en desarrollo"
Desarrollo de Street Fighter 2 Champion Edition para C64. Parte 3: los sprites
https://www.pacoblog64.com/2020/07/desarrollo-de-street-fighter-2-champion.html (https://www.pacoblog64.com/2020/07/desarrollo-de-street-fighter-2-champion.html)
(https://1.bp.blogspot.com/-kEQNNrhB1q4/XsVLuHPa22I/AAAAAAAABo4/1xVgJrc3SvIpxZ4KUWr7MfEcvK4YcbFiACLcBGAsYHQ/s640/ikplus1.png)
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Ok, ya me sonaba a mi de algo :P
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Tutorial para mejorar juegos Seuck (Commodore) - Parte I "Introducción"
https://www.youtube.com/watch?v=mXT0MNjbIQY (https://www.youtube.com/watch?v=mXT0MNjbIQY)
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Grande JAVI con el tutorial para la mejora del SEUCK.
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El recién publicado Chiller 2 incluye los fuentes:
- https://csdb.dk/release/?id=198231
- https://github.com/aNdy-vSy/chiller2
(https://csdb.dk/gfx/releases/198000/198231.gif)
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Commodore 64 Game Project
https://www.youtube.com/watch?v=sqtyfO81f0c (https://www.youtube.com/watch?v=sqtyfO81f0c)
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Flying-Saucers creado usando XC=BASIC y con los fuentes para descargar:
Fuentes: https://github.com/neilsf/flying-saucers
Web autor con tutoriales y guía de referencia del lenguaje: https://xc-basic.net/doku.php?id=game_gallery
Juego: https://csdb.dk/release/?id=194945
(https://csdb.dk/gfx/releases/194000/194945.gif)
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Serie de videos de Dozznar programando un juego en CC65
Programación en CC65 con Dozznar: https://commodoremania.com/foro/index.php/topic,2496.0.html
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Retaliate CE V1.0 (Community Edition)
Este juego incluye el código fuente, está hecho en ensamblador y parece interesante para darle un vistazo a las librerías de sprites y demas que se usaron.
https://github.com/lvcabral/retaliate64
(https://csdb.dk/gfx/releases/212000/212633.gif)
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PaperPlanesC64
Juego: https://arlagames.itch.io/paper-planes-c64
Código fuente: https://github.com/1888games/PaperPlanesC64
- Sublime Text
- KickAssembler
- CharPad
- SpritePad
(https://img.itch.zone/aW1hZ2UvMTM0NzE1My83ODQxNDQ0LnBuZw==/347x500/jtrtQl.png)
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A la segunda va la vencida: un juego de tablero
https://programacion-retro-c64.blog/2022/01/22/a-la-segunda-va-la-vencida-un-juego-de-tablero/
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Pickaxe Pete for the Commodore 64 developed using Turbo Rascal
Codigo fuente: https://github.com/gdalldread/pickaxepete64 (https://github.com/gdalldread/pickaxepete64)
https://www.youtube.com/watch?v=FtAX18rP008 (https://www.youtube.com/watch?v=FtAX18rP008)
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Estan muy interesantes estas publicaciones de como hacer un juego de tablero!
1. A la segunda va la vencida: un juego de tablero
https://programacion-retro-c64.blog/2022/01/22/a-la-segunda-va-la-vencida-un-juego-de-tablero/
2. El ratón y los gatos
https://programacion-retro-c64.blog/2022/01/23/el-raton-y-los-gatos/
3. Representación del tablero
https://programacion-retro-c64.blog/2022/01/26/representacion-del-tablero/
4. Inicialización e impresión del tablero
https://programacion-retro-c64.blog/2022/01/29/inicializacion-e-impresion-del-tablero/
5. Árbol de juego, búsqueda, variación principal y variación actual
https://programacion-retro-c64.blog/2022/01/31/arbol-de-juego-busqueda-variacion-principal-y-variacion-actual/
6. Generación de jugadas I
https://programacion-retro-c64.blog/2022/02/04/generacion-de-jugadas-i/
7. Generación de jugadas II
https://programacion-retro-c64.blog/2022/02/10/generacion-de-jugadas-ii/
8. Hash de un tablero
https://programacion-retro-c64.blog/2022/02/12/hash-de-un-tablero/
9. Tablas hash de movimientos
https://programacion-retro-c64.blog/2022/02/15/tablas-hash-de-movimientos/
10. Colisiones en las tablas hash
https://programacion-retro-c64.blog/2022/02/18/colisiones-en-las-tablas-hash/
11. Tablas hash con lock
https://programacion-retro-c64.blog/2022/02/22/tablas-hash-con-lock/
12. Árbol de juego / actualización del tablero I
https://programacion-retro-c64.blog/2022/03/05/arbol-de-juego-actualizacion-del-tablero-i/
13. Árbol de juego / actualización del tablero II
https://programacion-retro-c64.blog/2022/03/06/arbol-de-juego-actualizacion-del-tablero-ii/
14. Árbol de juego / actualización del tablero III
https://programacion-retro-c64.blog/2022/03/08/arbol-de-juego-actualizacion-del-tablero-iii/
15. Función de evaluación
https://programacion-retro-c64.blog/2022/03/12/funcion-de-evaluacion/
16. Búsqueda minimax
https://programacion-retro-c64.blog/2022/03/27/busqueda-minimax/
(https://programacionretroc64.files.wordpress.com/2022/02/ryg3-hash-tablero.png)
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Retro Programming on the Commodore 64 - Episode 3 - Sprites and Graphics
https://www.youtube.com/watch?v=Pfy2vHygRaI (https://www.youtube.com/watch?v=Pfy2vHygRaI)
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How we made a roguelike for the Commodore 64
https://badgerpunch.itch.io/rogue64/devlog/357567/how-we-made-a-roguelike-for-the-commodore-64
(https://img.itch.zone/aW1nLzg0MDkwNTUucG5n/original/xEu1Co.png)
(https://img.itch.zone/aW1nLzg0MDkwODkucG5n/original/nqx%2FLp.png)
(https://img.itch.zone/aW1nLzg0MDkwOTgucG5n/original/LaTnqZ.png)
(https://img.itch.zone/aW1nLzg0MDkxMDYuanBn/original/VVbvNO.jpg)
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Muy buena esta entrada de @darro99 dedicada a su juego Bugs Inc!!
Aventuras y desventuras de la programación de Bugs Inc.
https://terrific64.blogspot.com/2022/05/aventuras-y-desventuras-de-la.html
(https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjA-ZBO-kF8zQLE0L1l8sivG4zh95G1an17hIQr6ay5JWlycINWz0367h4XyVwJpyY5MeIwG-tNqoXsA0-o3ipE3mhhqKq6AmU5tPDWxWkMTYH86VIdTtyFc4lFx_BIXF57OonaqtP3NL5Z3_eHY051AKgCgpOvZ6c7w1a687_xdKtqb1CG94_On0g5/s1600/level_parts%20example.png)
(https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgQdp8rbK6ODepCM1TrLjjLke5nyXl-QOlaXnn9qEVDr_fD5yQP_fUwBYlUhgjSAQTZ-bP1wTdI4Vf5WETQieLPUd_83YQDUKAU7wVa3WAYRNj0Cl4DUPB6XY5UMaLahSkbVJSSwCwm2yHaNPo1UfY82-TrAcFrZa1RXQpJxqO1_Ld1MN9wWt1vFSOP/s320/spritepad_Lobo.png)
(https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhTll3PRC26wQlJRNeJqLrThJdHXBftUU7EeoJ4M_w6-r4HA7Ppe8JyeUghkZG7k5ZOCTxfXKVDxVlS6ajW7jo-LGIBp9eQ5z0xCXQPMmug7qWLvpji-WY1DD9pwXF08Zvl6x2p20lpDJDNkKGOAKyfFO_DBEKaUpoSOc2kesMSfz6OUxfkaWaB3tJ1/s1600/level_parts.png)
(https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjHGmKDKkW1ZIFbLSEnnXS5kRpLopdp0B1IA8HwK2Zet303gqBhV7T-6DAYt10efs-pCt3A8iy2_DWHI3K5qzEWshH_mGz_QYXToyGZO9LhCUn2tsT1cKg4EppaPwE_WdA6ycfmKHA9TEE3BhHRffwObLKIsWg095EMtpVRymc-Kixp36vKKQjBkDwx/s320/charpad_mio.png)
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Darro, yo sigo viendo una espada :P :D
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Source code for Ball and Chain released
The game is written in C and compiled with oscar64
No conocìa este compilador "Oscar64" de C: https://github.com/drmortalwombat/oscar64
https://drmortalwombat.itch.io/ball-and-chain/devlog/397010/source-code-for-ball-and-chain-released
(https://img.itch.zone/aW1hZ2UvMTU1NjYxNi85MDgyOTE4LnBuZw==/x200/NNWI0i.png)
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@riq desesambló estos dos juegos y aquí el resultado!
Here are the source code of Rambo: First Blood Part II, and Lemans: fully disassembled, commented, with assets in friendly format
- https://gitlab.com/ricardoquesada/c64-lemans
- https://gitlab.com/ricardoquesada/c64-rambo
https://twitter.com/ricardoquesada/status/1579817884603535361
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Fuentes del Outpost
https://github.com/GeorgRottensteiner/outpost (https://github.com/GeorgRottensteiner/outpost)
https://www.youtube.com/watch?v=qIETzRsIpU8 (https://www.youtube.com/watch?v=qIETzRsIpU8)
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Cab Hustle
https://c64games.net/2022/07/18/cab-hustle/ (https://c64games.net/2022/07/18/cab-hustle/)
https://www.youtube.com/watch?v=7SC5T6SXb40 (https://www.youtube.com/watch?v=7SC5T6SXb40)