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Everything posted by desvox

  1. So to get "started down the path" so to say, I managed to create this small demo in Godot (attached file). The sprite is a 32x32 created using Aseprite, and the floor and platform tiles are all 16x16. I stuck to the c64 palette to create all these. To get this running in Godot, I had to do the following: Define the "layers" of the game i.e "world" and "player" Create nodes for the player -- a kinematicbody2d node for the player and a simple tilemap for the world. Put these nodes on the respective layers and configure which layer interacts (collides) with which other layers. Define the sprite for the player and assign a collision shape to it Define the world as a tilemap. The tilemap was "painted" using the tilemap tool. Collision shape defined for the tiles as well Tell the program what is the floor of the world Define key inputs (left, right, jump) Define values for gravity and speed For the "player" actor: Tell the player to "fall down" if it's not on a floor i.e. define gravity Calculate direction of movement based on key inputs Calculate velocity based on calculated direction and speed Pass this data to a pre-defined function that takes care of movement / collisions etc For someone who knows their way around Godot, I guess this would take 15 minutes starting from scratch. For me it took a better part of 2 hours. I see now how the Godot engine has abstracted out a HUGE amount of the gritty stuff. However I want to take up a "learning challenge" for myself -- I want to try and recreate this for the CX16 using Assembly. I was trying poking around to see how I can get started on this, somethings I have found -: I can use Aloevera to convert my sprites to assembly code I will then need to understand how the system puts the pixels on the screen VERA has a set of registers that control/monitor sprite collisions - I should be able to use these to monitor collisions The I/O registers of the 6502 should be for reading keyboard input Ok so honestly, I have no idea how to get started on this. How do I begin the program How do I get the map and player on the screen How do I define which way is down, and how fast should something come down (gravity) How do I define what's the floor How do I figure out the player is on the floor or now it's jumping and now it's on a platform .... Is there a guide I could follow to understand all this? I am keen to put in the effort, or at least try and see if I am able to follow or it gets overwhelming. Any suggestions would be great! DemoLevel.mov
  2. This is what I am looking for I guess. Not just the good part, also the bad. In my current job, we have times when we stretch over the weekends and have consecutive 14-15 hour days. Agreed, not as bad as crunch most probably, but the point on satisfaction you've raised -- After working hard to deliver a product, seeing it appear on store shelves - and then disappear from those shelves, with plastic markers indicating where it would be if only the store still had units in stock - is a remarkably cathartic experience. And reading positive reviews of the project is energizing. And even the negative reviews can be motivating, recognizing weakness in your own contributions and planning how to do better the next go-round. -- this is what I'd like. Building something that someone cares about enough to not like it. this would be great -- I can post around a small single-level demo with some placeholder art, someone might be intrigued enough to want to collaborate. It worked out exactly like this with my boardgame out on boardgamegeek.com -- no reason it could not for this as well!
  3. Thank you, everything you've said makes perfect sense, and this line drives the point home. I was not imagining AAA studio at any point, maybe a large-ish indie (Supergiant games maybe?) . But I see the caveats in that now, and i simply cannot overlook the "younger,fresher" talent pool out there, as you've pointed out. Thank you, this makes me happy, as I do want to learn to make *anything* that is worthwhile on the retro machines. It just feels more exciting. Thank you, this speaks to me, I could technically freelance with some other sellable skills. What I am looking for, and I think you've pointed it out better than I did, is the fact that I need a change that would help me earn as a freelancer. I have been looking at game-dev as one of the avenues, but it obviously is way too cut-off from my current skillset or work experience for anyone to take me seriously unless I completely blow their minds. Which is a long shot from where I am starting. Thank you, you are right. I will definitely have more fun with this if I keep it as a hobby for now, do some stuff that can be showcased later, and then think of branching off. I may just need to push out my first complete game to realise that I would want to do something else now (this has happened to me when I created and released a boardgame. I am sure i had thought at some point during the process that I could do this forever... *sigh*) This is such great advice and insight! I am very happy I posted here, and I feel humbled by the time put in into the responses. Truly thankful!
  4. Namaskaram! Thank you, this gives me some food for thought. I am coming from a space where I am trying to make a decision on what I should learn to get started in game dev - made a detailed post about this here. Would be great to get inputs on this!
  5. Hi all, so I posted something on these lines in my Introduce Yourself post, but I think I would rather do a separate post here with more detail. It's kind of but not very off topic, so here goes! Before everything, here's a bit of background. I am 35, and currently working in the mid-level management of an ecommerce portal. The money is decent but the work doesn't excite me. Gaming has always been a passion, and though I was away from it for the first few years of my working life, I am getting back into it now. Making a game of my own has always been a dream. Books like The Making Of Prince of Persia (Jordan Mechner) and Spelunky (Derek Yu) have also motivated me to give it a shot. However, I do not have any formal education or training in programming (I am a Mechanical Engineer, then an MBA)! Coming from here, I am at point where I need to decide how I want to begin on this journey of making my first game. I am being 'cautiously ambitious' - I am looking at a small game that plays out maybe in an hour, is a side-scroller and has some metroidvania vibes (exploration, power ups, abilities though on small scale). The idea is to make a sort of a demo that I can publish and send off to studios and hopefully they like it enough to hire me. I am not good at art, so it is going to be pixel art (8-bit even), and minimal background artwork (think the dark bg of Prince 1 with just torches/windows to break the monotone). I am looking for advice on what tools/platforms I should begin with. I am considering the following, and have listed down a few pros and cons for each (according to me): A game purely targeted at the retro (8-bit) machines -- NES/C64/X16/ZXSpectrum etc using C/Assembly/BASIC Pros -- A constrained environment, so game inherently would need to be simple. So in effect, the system would in a way define the scope and scale of the game. Would force me to learn the 'close-to-the-metal' approach Cons Niche audience, not sure if it will be considered relevant as a pitch by game studios. Will a game developed in assembly/BASIC be considered good "exposure" by a game studio? A game targeted at DOS-based systems (C/Assembly) Pros More options as compared to the above, larger audience , though still niche Cons So many great games out there, may not be able to compete with them and the game may not get noticed Make a retro-style game using an engine like GODOT targeted at modern platforms Pros Modern, can publish to multiple platforms. Easier learning curve (compared to the two above, most probably, especially in terms of low-level stuff being taken care of by the engine) Cons A ton of new games constantly coming out on all modern platforms, so again, difficult to get noticed. Would love some advice from the community on this. EDIT: I got some input on this post that I was making it sound like making a game is "easy". Just want to clarify here that I understand it is a very involved and major line of work, not trying to undermine it at all. Also, want to add here that I do have some experience in programming (I have done some VB for coursework projects, and have also been dabbling in Arduino programming).
  6. Thank you, you’re very kind. The region around Jim Corbett is really beautiful, and the wildlife is amazing -especially the famously elusive tigers! [emoji2] Hope you were able to see one out in the wild! Sent from my iPhone using Tapatalk
  7. Thank you, I will check this out. Sent from my iPhone using Tapatalk
  8. Hello! I recently discovered David's channel on YouTube (the making of videos for Plant X2 and then Planet X3) and following the trail led me to the discovery of Commander X16 (and the vintage computers in general). India was nowhere around on the tech map when these early machines came out (I think the first personal computers here would have been the DOS-based machines in the early 90s, I could be wrong though.) I am finding myself drawn tho the project, and looking forward to being part of the KS when it launches! On a side note, I want to develop a video game, a metrodivania to be precise. I have no exposure to making games, and though I have tried to look into Godot, Unity etc as starting points, the attempts have been abortive. I want to start off with a game for the X16 - the constraints imposed by the hardware and memory could actually benefit me since the ecosystem could be comparatively easier to understand (I think!). I am reading up on this, and I realise I can either work in BASIC or Assembly -- what should I choose, considering I will be starting from zero on either? Thanks!
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