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Skulltip

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A member registered Feb 05, 2016 · View creator page →

Creator of

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Check the devlog, added an IDE. Anyone who wants to help beta-test parts - let me know if you want to be added to credits as a beta tester, and/or what you tested and what worked or bugs you discovered.

Fixed and added quite a few features and tweaks.

It's a little buggy but I've added blitter objects, similar to how Action! works. Check out the devlog.

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You can use fonts from Mr Robot's github, but they must be 1024k in size to load in. Most of the .FNT files work that are in the original FNT folder. GitHub - a8bit/EightBit-Atari-Fonts: Fonts generated from original bitmaps from Atari 8bit computers · GitHub

Since I started with the word 'Loom' I decided to call a project file a 'Mill'. Also added a snippets section, hopefully making it easy to keep things organized.

Looks like you have to be in at least 800xl mode (64k instead of 48k), but will try to remake this using the byteloom editor.

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Updates are below, feel free to provide comments, suggestions, or critiques.

  • 8 font banks instead of 4, with bank animation and editing.
  • Mill project system — save/open/close/autoload .mill projects and ZIP project export.
  • Multi-song music library with named songs and FastBasic music export.
  • FastBasic Game Builder — choose exactly which fonts/assets/songs to export, with live memory estimates and remembered selections.
  • DLI / Color Band Editor — visual editing, finite/persistent bands, real FastBasic DLI runtime generation, and Graphics 0-aware timing.
  • DLI WYSIWYG preview can display the actual 40×24 tile map and live font banks.
  • Improved Atari colors — NTSC Standard, PAL Standard, and external .ACT palette support; DLI values shown as hex + decimal.
  • NTSC palette Rev 2 — substantially improved Atari blues and luminance levels.
  • PMG Editor — Players 0–3 and Missiles 0–3, animation frames, single/double width, X/Y positioning, and drag positioning.
  • PMG FastBasic runtime — @DrawPMG, @MovePMG, @ShowPMG, @HidePMG, and @DisablePMG, including proper shared missile packing.
  • Scene Preview — place PM graphics over the current tile map or bitmap graphics screen.
  • Graphics Editor expanded to GR.3, 5, 7, 8, 9, 10, 11, and 15.
  • Graphics drawing tools — Pencil, Line, Box, Filled Box, Circle, Filled Circle, brushes, and contiguous Fill.
  • Rubber-band previews for lines, boxes, and circles before committing the shape.
  • Faster graphics drawing using a PhotoImage canvas instead of thousands of Tk rectangles.
  • Removed the experimental GR.8 artifacting from the Graphics Editor.
  • Removed the global A = Animate shortcut; animation is button-only.
  • Thanks, working on some improvements and another demo.

    For the fbcodetest.xex, you can use altirra or other emulator and move a ship around using the arrow keys (joystick not enabled or plugged in).

    Check out fbcodetext.xex in an emulator. Use the arrow keys (no mouse) option to move a ship around the ocean. This was a quick demo I threw together.

    lol  too funny.. please dont shoot my comment.

    Very neat, loving the vibe of the game. 

    it was crunch time yesterday and I got too busy. I'll go ahead and check yours out.

    I get what you’re saying, and I didn’t mean for my comment to come off like I was knocking your workflow or the tools you used. You definitely built it in legit 8‑bit software — I’m not questioning that at all. What I was trying to get at is just the vibe of the final track. Even stuff made with true 8‑bit tools can land in different stylistic pockets, and this one just doesn’t quite match the tone I’m aiming for in the game. Think I'll end up submitting a buggy and unfinished game if anything at all, never enough time anymore.

    I appreciate the effort, was looking for more like a simple tune with no effects. The graphics are '8 bit' styled

    Sure, let me know what name to credit you.

    Think ultima 3 on the c64 or atari. Simple single song/tune, space themed. credit will be given. Thanks.

    i would be interested. Been wanting to get back into jams.

    soo uploaded to itch as a draft but not published in a jam is ok?

    Should/can it run under an emulator, or be atari-like using windows/linux/mac ?

    That was it, thank you.

    Very cool, thanks. Dont know enough about +REU but am getting quite a few 'Multiplcation could lose precision(Ttmp7,Ttmp17)' when trying out samples like the drawing circles and randomchars.bas

    I would like to change the emulator of choice from vice to Denise, is that possible from within ugBASIC?

    windows export, when i try to launch an 'installer' it gives me option to keep or remove as a security risk. is there a way around this build process to allow other users not to encounter this? Also would like a standalone style exe, is that possible?

    Sorry I tried that with 4.3, doesn't work for some reason. Shows up as a black screen with the completed loading bar and godot icon on itch and I've tried different things, even building it with 4.2

    I see the message below, then I google tutorials and my eyes glaze over. Do i have to export to mac or is there an easy way around this? It shows

    - invalid bundle identifier: identifier is missing.

    - Warning: notarization is disabled. The exported project will be blocked by Gatekeeper if it's downloaded from an unknown source.

    - Code signing: Using ad-hoc signature. The exported project will be blocked by Gatekeeper.

    Ugh have it tweaked out a bit with Godot but when I try to upload the html5, install and run it just sits there with a full loading bar like it is stuck. Could someone help? I used this website but did not help at all.  How to export a Godot 4 game to run on the web on itch.io | foosel.net   Also, when i select 'type of game as html' i lose my graphics, font, backcolor etc for the project page.

    the invite is expired or invalid

    what engines are recommended? I know godot can export to HTML5 but maybe there are better alternatives?  PhaserIO but the editor must be paid for by subscription.

    dos-like community · Created a new topic fonts

    can i load different ttf fonts?

    neat,  what engine or code did you use for it?

    does anyone else have this problem? Some games I try to download and I get a blank Install box, had this problem seemingly forever.  I'm on Windows 11, latest. My To Location: is filled out, but the Install:  is blank. Can't download or install it.

    I try to download the .ATR but the Install field is blank.  What am i doing wrong?  

    Tried sending a message on discord, wouldn't let me. My D ID is:  skulltip#4049

    character set, but i can see to get around it can use the get image.. when i tried the MOB sample I get this message from the compiler:  Datatype mismatch: BYTE,MOB    


    BITMAP ENABLE (2)       
    airplaneImage = LOAD IMAGE("mytest.png" AS "airplanebw")
    airplane = 0   
    MOB airplane, airplaneImage
    

    any idea if or when fonts might be a thing?

    Could the grid overlay be toggled to be a grid underlay, so it doesn't hide single width lines? 

    Looking for 2d artist and/or audio person. Msg me on dicord at skulltip#4049  Will either use godot or gamemaker studio.

    How do i export to mac? Says I'm missing a bundle identifier and notarization is not supported from this OS. Do I really need to export to mac or is it easy to do?