Thanks! Glad you liked it.
knifegrinder
Creator of
Recent community posts
Hi, let me explain the lack of second button support. When I started working on lester I didn't have a clue of how a C64 worked, so I decided to make a simple game contained in a single load. This decision had a major downside, at the end of the development there was simply not enough memory to implement an organic support of the second button with an option screen with different control schemes. The only way to include it with the memory available was leaving both options always on. But this introduced two problems. Pad users could accidentaly press up and make unintentional jumps ruining the gameplay and then there is the real elephant in the room: there are a lot of real C64 out there with apparently working SIDs that have analog paddle lines completely busted and this would have made the game unplayable on those machines. But if you need a second button support, crackers on csdb made a version for everyone who needs it.
I really thought there was the list of the programs used to make Lester in the game description... but there isn't O_o
Anyway, Lester is made with...
Code: TRSE
https://lemonspawn.com/
Gfx: Charpad PRO and Spritepad PRO
https://subchristsoftware.itch.io/c64-pro-editions
Sound: GoatTracker
https://sourceforge.net/projects/goattracker2/
Regarding my experience this is my first game ever. Not for the C64 but for every platform. But I'm a good player and in all those years I developed a taste for a certain type of games and I tried to reproduce what I like about them. Or, at least, the things reproducible on an 8-bit machine.
What I like about the C64 is that despite its infinite library there are few games that explicitly try to mimic the japanese productions on consoles and home computers. The great majority feel so 64ish. But what I learned with much surprise in those last years is that it's more a design choice than an actual limitation of the machine. Despite the heavy limitations of its graphic modes the C64 has a palette that is more colorful and vibrant than what the average 80s game made us think. And Lester is not even the best demonstration of this because I choose to have a dominant color per section which made my life a lot easier but take a look at Sam's Journey. What they made is insane and a testament of the VIC-II real capabilities.
Regarding the next game I'd like to take again inspiration from productions on other machines like I did for Lester which was a love-letter to both MSX and NES platforming, but this time looking to the other side of Japan... late master system/early mega drive era.
