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C64 PETSCII polychrome raycaster: Chapter 6 - Maps(in the pouring rain)

A topic by Blengi created 93 days ago Views: 863 Replies: 9
Viewing posts 1 to 10
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Latest engine devlog video of the C64 Polychrome Raycast Gfx engine, show casing new map aspects and improving engine, with bonus assembly code blooper at the end.

Engine demo


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For a bit of fun tested C64 polychrome gfx engine's monochrome capabilities against normal polychrome raycasting.

Engine Demo

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Latest engine Demo


Did some polychrome colour/aesthetic testing before move on to some important and interesting graphical upgrades....

Latest engine Demo

Latest engine devlog video of the C64 Polychrome Raycast Gfx engine. This is the start of various upgrades, this one specifically scalable PETSCII textures in C64 polychrome.

Latest engine Demo

Part 2 of Chapter 7 texture devlog of the C64 Polychrome Raycast Gfx/game engine. This one shows extended character and colour texture variation in C64 polychrome.



Latest engine Demo

C64 PETSCII polychrome raycaster: Chapter 8 - PETSCII sounds(part 1):

Just started mucking around with some very basic SID sound experiments to find a unique vibe using PETSCII characters to help make music an effects. Probably be half a dozen parts by time done.




Latest engine Demo:

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Chapter 9 devlog of my C64 Polychrome Raycast Game engine. PETSCII sprites learn to flip as 1 Mhz of p(doom ) takes over the C64 in 3D polychrome with PETSCII powered emergent sound generation.

Check full devlog vid before the p(doom) infestation eliminates it forever:

p(doom) 64 test promo:

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Chapter 9 part 2 devlog of the Polychrome Raycast Game engine for C64. After preious episode showed mirroring PETSCII sprites, I decided to use same code to implement animation transforms to make objects have more character, as I work toward making a playable p(doom) demo before committing to a full novel game experience for the inimitable 8bt bread bin.

Full video: