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Martin Piper

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A member registered Jul 31, 2018 · View creator page →

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Yes

Added a TAP file too :)

Version 3 adds different enemy types and level goals.

I agree, so I've added version 2 which includes a "level intermission" screen. I might add some extra enemy types in a future update.

There's a command for adding a lead in or lead out gap in the example build. 

It would be nice to have a (40x25) map with a corresponding same size (40x25) colour map, without tiles, or with single character (1x1) tiles. 

This is different to the "colour per character" or "colour per tile" method since with 256 characters in a map with colour some characters could have multiple colours.

Yes, but you will need to change the source code of the player routine. In the source file MusicPlayer2.a look for .playSFX and this block of code is active when SoundEffectsActive is defined. The variable .fxnoteDuration is used to decide how long to use the voice for sound effects before resuming the music.

Do you mean sampled audio? Or a chip sound effect?

Both actually are supported already. 

Yes. 

Yay! Looking forward to it.

I've has the option for "independent colours for every character" in my generic engine code for quite a long time: https://github.com/martinpiper/C64Public/blob/master/Scroller/ScrollEntry_MultiD...
But I don't think anyone is really using it because it's very memory hungry. :)

Buy it, add extra, help Ukraine.

Yay :)

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