What does that mean?
AbstractPolygon
Creator of
Recent community posts
Please report any bugs here:
https://github.com/haroldo-ok/vcs-game-maker/issues
Download one of the desktop versions, or try experimental releases, which can be more up to date.
https://abstractpolygon.github.io/vcs-game-maker-absply/app/#/
There's already an undo last move block for Player sprites, under the Input toolbox. Put it directly before the blocks which trigger sprite movement, and on collision, it will revert to the sprites' last recorded xy position.
Each Player sprite requires two additional variables to do this, so variables get eaten up quickly, and while Superchip RAM works with the Standard kernel, I haven't been able to find any indication it works with the DPC+ kernel, and given how many (virtual) Player sprites that kernel supports, the feature eats up available variables very quickly - as do most other features in VCSGM that extend past basic kernel features - for a feature with limited usage when there are other options for collision detection and movement correction.
Feature usage is a bit of a balancing act on the 2600, and until support for something like the newer PXE kernel is supported it will remain that way, but documentation and usage of PXE is sparse so that is low on the priority list as of now.
Sprites are now pooled and not specific to any Player sprite. You can use the blocks to set them the same way as worked previously, but now all sprites are under the "Sprites" tab instead of Player 0 and Player 1.
This was done to reduce duplicated animations between Player sprites, reduce player-specific blocks - now there's a dropdown to set Player number in unified blocks that work with all Player sprites - and because kernels other than the Standard Kernel support more than 2 Player sprites, so having 2 different tabs for the Player sprites was a blocker to supporting kernels with more than 2 Player sprites, as work on Standard Kernel support is nearing completion.
Unfortunately, providing what playfield pixel a sprite, missile or ball has collided with isn't something that's built into the hardware collision. You have to infer it from the position of the object that collided with the playfield pixel.
That said, I'm looking into some ways to figure out the pixel through software, but the 2600 has very limited resources, so I'm working through a few methods to find out which way is the most efficient. Eventually, a Blockly block will be added for it.
Set angle in 45dg increments starting at the top and moving clockwise by using 0,1,2,3,4, etc. - every number higher is a further is 45dg clockwise. 0-360 doesn't work because variables max out at 255. You also need to get the firing behind an Every X frames block, otherwise it resets the missile position to the starting xy every frame the fire button is held.
This appears to be related to itch.io embedding the app in an iframe.
Use this link or the Windows desktop build for now:
https://abstractpolygon.github.io/vcs-game-maker-absply/
Haroldo, I pushed & merged the changes Marc is referring to into your repository, I think.
EDIT: I just did another PR with some additional fixes/features which would bring the public app up to where my current work is. Once that's merged, version should be 0.50.30.
https://github.com/haroldo-ok/vcs-game-maker/pull/245
The fix has been pushed and merged, haroldo just needs to push it live.
haroldo: if you can give me collab permissions on here I can help push things live moving forward, the steps are:
Steps:
1. Enter the project Dashboard
2. Click More/Admins
3. Enter the username and click Add admin
4. Send the agree to link to collaborator
5. Turn on the "Contributor" toggle
Agreed on zoom, I'll add a modifier so its's shift + scroll wheel to zoom, otherwise it scrolls as it does in the other tabs. The blockly zoom buttons aren't enough and hotkeys functionality is always preferred for power users.
As for the menu UI, I'll get to it eventually but it's low priority compared to other bug fixes and new features in the works.
You need to be more specific about what you're trying to do.
If by "lists" you mean direct memory map access, that's outside the scope of bBasic's standard kernel implementation and defeats the purpose of a visual editor.
If you mean data tables, I'll look into saving/loading .csv files for easier data table creation outside of VCSGM.
Feature requests welcome, there's a lot still to implement for the standard bB kernel. Submit requests here:
https://github.com/haroldo-ok/vcs-game-maker
Add bug reports here please so they're easier to track:
https://github.com/haroldo-ok/vcs-game-maker
If your mouse has a scrollwheel, you should be able to scroll, but I'll add a scrollbar to that tab in the next release. The scrollbar on the far right should also work to scroll the contents of that tab, but I get that's a little awkward and doesn't follow the UX of the other tabs.

