In this video I went ahead and implemented my rudimentary state machine for the game. The first state is the title screen. So I've gone ahead and implemented the title screen. The game is working pretty well right now.
Celebrating My Inner Nerd...Mostly gaming, films, 80s pop culture and books & stuff!
Saturday, February 9, 2013
Making A Text Dungeon Crawler On the Commodore 64: Part 2 We Have A Title Screen
In this video I went ahead and implemented my rudimentary state machine for the game. The first state is the title screen. So I've gone ahead and implemented the title screen. The game is working pretty well right now.
Making A Text Dungeon Crawler On the Commodore 64: Part 1 Initialize the Game
OK so I decided to start programming a Commodore 64 video game. In my last programming video I'd made a Christmas candle it was written in Commodore 64 BASIC. I enjoyed this process very much and the urge to do another project has started to tempt me. I had been watching various you two videos of other people's programming projects and several of them had done a simple dungeon crawl. So I figured that should be my next project.
Bring Back the Arcades of Yore!
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| Where all the cool kids hung out. |
born too late to experience such places. Arcades were great. They were the social hang outs for us nerds and introverts. Instead of being a jocular football player we could be "cyber" athletes of a sort. Of course there were a handful of nerd girls who'd hang out at the arcades so if you weren't too shy you might be able to woo them with your awesome
Arcades were an awesome experience. They were usually under lit in order to make the games and artwork stand out. The sounds was a cacophony of beeps, bloops and the battling music of attract screens. The only modern equivalent I can give is walking in to a Las Vegas casino and listening to the siren songs of the electronic gambling machines. A lot of times there was the steady flow of Top 40 music coming from speakers embedded in the ceilings of these places. You might just make out the tunes of a favorite song above the din of the machines.
Tuesday, February 5, 2013
Disney Confirms "Other" Star Wars Films!
| A movie I may have. |
Okay, we all know that Episode VII is coming in 2015 with Episodes VIII and IX coming shortly after that. This will, most likely, follow the family Skywalker the same as Episodes I through VI. That much has been (pretty much) established though no real plot details of the new trilogy have been revealed..
Wednesday, January 30, 2013
I Played Risk And I Lost...But I Loved It!
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| I didn't win. |
One of the things that I noticed was how frustrating it gets when you are trying to take over a country just to gain a Risk card. On many occasion you'd have a stack of five armies and were going against a single army. You could roll three sixes but it seemed like the defender was always rolling sixes too. In Risk the tie goes to the defender. It's maddening to have a large stack of armies whittled down to a couple due to (apparently) bad dice rolls. You'd swear those things were rigged.
The game overall was fun and I really enjoyed myself. Next time I intend to win and not come in second place.
Thursday, December 20, 2012
I'm Your Zombie Wingman!
Created by Oatmeal
It's good to know that when the zombie apocalypse happens that I'll have some staying power...
It's good to know that when the zombie apocalypse happens that I'll have some staying power...
Friday, November 30, 2012
Game Update 4: A New Mapping Solution?
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| Mappy Fail? |
The problem I'm having (and I'll see if I can explain it) is I have a tile based map (using Mappy) and I have a little animated guy running around the map. Now, every time the little guy moves he moves an arbitrary amount of pixels. This represents his speed and needs to remain constant through out the game. Since the map is bigger than the window that contains it the map needs to scroll. The part of the map that is shown while scrolling is represented by a rectangle and it has a coordinate system that is an offset from the coordinates of the little guy. The problem is when I'm on the upper and left side of the map the guy moves the correct amount of pixels and the offset moves the correct amount of pixels. But when the little guy hits a certain point going left or going down he begins to double the amount of pixels he moves each time but the offset moves the correct amount of pixels. Eventually the little guy outruns the offset and goes off screen. I have no idea what is going on behind the scenes to make the little guy suddenly double his movement amount but not the offset. Arrgh!
I hope anyone reading understands.
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