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AbstractPolygon

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A member registered Jul 13, 2017 · View creator page →

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(1 edit)

What does that mean?

Be more specific about what you're hoping to do with RAM lists please.

Score padding adds 1-3 additional scanlines under the Score that use the Score background color.

Please report any bugs here:
https://github.com/haroldo-ok/vcs-game-maker/issues

(2 edits)

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/#/

In what way?

(1 edit)

That's an oversight, it does a local install, but isn't creating start menu/desktop icon. It'll be fixed in the next build.

It currently installs to:
C:\Users\[USERNAME]\AppData\Local\vcs_game_maker

Add a feature request on the project GitHub:

https://github.com/haroldo-ok/vcs-game-maker/issues

(6 edits)

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.

(2 edits)

After you click "add graphic" and choose a graphic size, each title screen graphic has graphic edit and import/export controls, the same as other graphic editors in the app. Note this only supports single color graphics. Graphics are stacked from top to bottom of screen.

(4 edits)

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.

(1 edit)

Try reloading? They're both there when I open the tool. Based on the issues you opened, you just need to open up the sprite, background, and title cards on those tabs to get to the tools you're talking about.

Haroldo, a new release is ready! It's up on GitHub :).

(1 edit)

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.

(2 edits)

Use them like number blocks, they output an integer value, converting playfield x/y values to player x/y values and vice versa.

What are you using them for? If for another use case add a feature request to github and I'll look into adding support for it.

If you only want it to fire on single button press without auto-fire on button hold, you could put it in a Run Once block instead of an Every X block.

(1 edit)

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.

(1 edit)

Use the Run once block, because the "show text" block will reset the scroll position every frame it runs. The same with the joystick input - it will scroll every frame so it'll look like it's jumping to the end unless a Run once block is used around the scroll text block.


(2 edits)

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/

Please submit feature requests here:

https://github.com/haroldo-ok/vcs-game-maker

(1 edit)

Batari basic standard kernel is frame-based, not scanline-based, so this is out of scope for the implementation of the standard kernel.


Please submit feature requests here:

https://github.com/haroldo-ok/vcs-game-maker

(4 edits)

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

(1 edit)

Project tab issues are fixed in the next update.

What's broken with Playfield collision? What's happening? Please add that to your bug report on GitHub.

Glad you're enjoying the updates :).

(1 edit)

Good idea, I'll add moving the icon to the list.

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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

https://github.com/haroldo-ok/vcs-game-maker/issues

Try renaming the .bin to .a26

(4 edits)

Feed a random value into it every frame (use a rand block) for random noise, or set a var at a starting value and increment every x frames +1 or -1 for scrolling noise.

There's an update coming that will produce slightly different (I think better) noise results.

(1 edit)

The sprite editor updates are now in the latest pull request (0.50.22).

Oh BTW you can tag items as feature requests on GitHub, so feel free to add future suggestions like this there so they're easier to track. Thanks!

(2 edits)

Can you .zip it and add it to a bug report here:

https://github.com/haroldo-ok/vcs-game-maker

Well... I definitely pushed this update to the main repo by accident :). Be careful with the new version's music editor features - there's some bug fixes incoming!

(2 edits)

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'll need to be more specific about what's not working.

(1 edit)

Haroldo deserves all the credit for the idea, I'm just adding more features since he's busy with 1000 other projects :).

(4 edits)

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.

(4 edits)

Bank switching is already supported and handled automatically when you set your ROM size on the Options tab to a ROM size that requires it. Additional bank switching automation is on its way.

What do you mean by RAM lists?

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

(3 edits)

Add bug reports here please so they're easier to track:

https://github.com/haroldo-ok/vcs-game-maker

I
f 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.

This issue doesn't occur in the latest build, so wait for that one to go live.