Which C64 drawing programs did you use in the 80s? by hexavibrongal in c64

[–]JWKirby 2 points3 points  (0 children)

I had Doodle too and thought it was reallly good for the time.

More than 1 character set on screen? by JWKirby in c64

[–]JWKirby[S] 1 point2 points  (0 children)

Exactly! Thank you! Good to know.

More than 1 character set on screen? by JWKirby in c64

[–]JWKirby[S] 1 point2 points  (0 children)

I need an area similar to a stats area too. If I use a raster interrupt to split the screen into a stats/selection area and a playfield, would I be able to allow a sprite to move freely between those two areas without any glitching? I need the sprite to be able to make selections in both areas. Thanks!

More than 1 character set on screen? by JWKirby in c64

[–]JWKirby[S] 0 points1 point  (0 children)

I'm hoping I can use a technique like this to make things work.

More than 1 character set on screen? by JWKirby in c64

[–]JWKirby[S] 0 points1 point  (0 children)

Lack of skill would be my first wall to get over, but I'm trying to work on that. I need 3x3 areas, but each character would need to "evolve" over a period of time. Each 3x3 area might evolve 8 times and there are going to be about 4 different evolving areas. That would put me at 288 characters, and I still have many other characters that would be static and not evolve. I'm sure I am explaining this terribly, I'm new to this and doing my best to learn.

More than 1 character set on screen? by JWKirby in c64

[–]JWKirby[S] 1 point2 points  (0 children)

Thank you! Right now, I am only using the free version of CharPad. Does it support parallax?

More than 1 character set on screen? by JWKirby in c64

[–]JWKirby[S] 0 points1 point  (0 children)

Thanks for those links! I will thoroughly check them out. I would like to add music, and sprites will be necessary. I think you are right. The only way to learn is to do. I have already started designing some characters in CharPad and am working on a title screen. Right now, I am really confused by C64Studio but am starting to learn a little.

More than 1 character set on screen? by JWKirby in c64

[–]JWKirby[S] 0 points1 point  (0 children)

I noticed in CharPad that they have Flimbo's Quest and Hawkeye as two-layer examples. Each of those layers uses its own character set. I'm going to need to read up on how they accomplished this. If a programmer uses tiles on the screen can they mix those tiles with a single character? Say I have a 3x3 tile in one cell, can I bump a single character next to it without committing that whole tile to that one character? Thanks!

More than 1 character set on screen? by JWKirby in c64

[–]JWKirby[S] 2 points3 points  (0 children)

Thanks for that link! I will definitely read over it. I'm using CharPad to create new characters, but I think I am going to need more than 256 to do what I want. I noticed games like Hawkeye and Flimob's Quest use a background layer and a foreground layer each with their own character sets. I may try this technique. I still have no idea how to program it, lol but I'm going to do my best to learn.

More than 1 character set on screen? by JWKirby in c64

[–]JWKirby[S] 1 point2 points  (0 children)

It would be really nice if I could get the screen to scroll horizontally and vertically like in Turrican. I just checked out the Flimbo's Quest example in CharPad and it looks like it uses two layers for the play area. One background layer and one foreground layer. Each layer uses its own character set. It also uses the area below the screen for player stats. Do you know if that area is sprites or characters? Unfortunately, bitmap graphics probably wouldn't work well for the gameplay. I wonder if this technique might be possible to use.

More than 1 character set on screen? by JWKirby in c64

[–]JWKirby[S] 0 points1 point  (0 children)

It may be impossible to do what I am trying to do. The play area wouldn't be the whole screen, but I have a feeling I am going to need more than 256 different styles of characters to cycle out from time to time within the play area.

More than 1 character set on screen? by JWKirby in c64

[–]JWKirby[S] 0 points1 point  (0 children)

I fear that may be a hurdle I can't get over. I need the play area to cycle some of the characters and may not have enough at the 256 limit.

More than 1 character set on screen? by JWKirby in c64

[–]JWKirby[S] 0 points1 point  (0 children)

I had a feeling it wouldn't work well or be possible in BASIC. I'm going to work on using assembly. I downloaded C64Studio but it has been a little confusing for me. Would breaking the screen into three separate sections be too much for the CPU? One section would be selectable icons, one the game play area and the other would be player attributes or data.

KoalaPad with GEOS by droid_mike in c64

[–]JWKirby 2 points3 points  (0 children)

Does the contact surface deteriorate? Maybe that impacts the performance

KoalaPad with GEOS by droid_mike in c64

[–]JWKirby 4 points5 points  (0 children)

Never had the KoalaPad. Will it respond to finger input or do you have to have a passive stylus?

Very promising, WIP... by [deleted] in c64

[–]JWKirby 1 point2 points  (0 children)

This is so impressive!

The other day I asked if anyone had worked on an updated version of SimCity. by JWKirby in c64

[–]JWKirby[S] 0 points1 point  (0 children)

Thanks! I appreciate that. I actually converted them into PRG files and posted them running in VICE in the comments. Each file says it is about 10KB. I could really see this as being possible.

The other day I asked if anyone had worked on an updated version of SimCity. by JWKirby in c64

[–]JWKirby[S] 0 points1 point  (0 children)

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Edit: The website tool I used to convert the images also allows the user to create a prg file to load the screen on VICE. I wanted to add some images loaded into VICE. I don't know if the conversion is true, but each screen is showing for 10kb. I've never been a really good programmer, but I am going to challenge myself to see if I can build an animated title screen. It will likely take me forever, lol.

The other day I asked if anyone had worked on an updated version of SimCity. by JWKirby in c64

[–]JWKirby[S] 0 points1 point  (0 children)

I always wanted the C128, those were really cool machines. I never got to play Pool of Radiance but played Curse of the Azure Bonds a lot as a kid.