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polytricity

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A member registered Sep 14, 2024 · View creator page →

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Yikes... will look into it. Lots of refactoring I would imagine.

No idea how to do that since I am working form the source code, just simple modifications... so unless you use WINE or CROSSOVER I am lost.

This is fixed now, thank you for your feedback =)

Ah, missed that one =D I guess press Y on N for now. I will fix in the next update ta

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One bug fix leads to another with this... for some reason, introducing the advancing of time really messed with a.i decision making because it skips 'steps' then I am thinking, the enemy is not planning things right now... one test it made 3 woodcutters and 2 planters and other stuff before the sawmill was built, it was 'stumped' XD I just need to do another few days of testing, call the version that is current a blessing in disguise, to warm your feet a little. Will post an updated version by Thursday I think.... busy week this one.

Fixing it  now, was to do with the speed up, it misses a few ticks for A.I decision making.

Yes, indeed its a tick bug, the new speed up feature caused enemy A.I to lapse

.. i need to run a few tests before updating

Just playing my Amiga version now. I will make sure of things.

chance it could be an issue with advancing time, gamespeed... but i always saw that behaviour

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They always did that with me on my Amiga too. The Settlers | GamesNostalgia https://share.google/2DAxm35SyS4qWUOoB

Yeah, that's those silly enemies, the early ones especially. I noticed it too. Not sure why they do it. I didn't change the general A.I there, so (shrugs).

Yes indeed. That's the intention ;) Enjoy!

Great suggestions, yep, let's improve this together. I will get to these next week!

I thought this too, thanks for the ears on it, I will tone them down, less frequently too! Thanks <3

I decided no for Linux, sorry.

Ah yes, I was about to implement them but some bugs took time to sort. Will add them next, thanks!!

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I see some folk are still playing V1.0.3.0 or V1.0.7.0 with the same crash reports coming in, make sure to update to the latest version folks!

MacOS update coming tomorrow.

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Turns out tis a little rendering bug since I added the ability for the knights to move freely, patching now. In an updated version there is a chance your load file could still carry the issue with it, not sure, but in any case should be good for future games. Expect V1.1.0.0 soon... or later... seems my fix had another knock-on effect.! Fighting with the code for a bit longer =)

Ah yes, thank you for this video. I will look at the code and make a fix soon.

NET play works... working on adding a simple chat feature

Done, done, done...

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You have to have a macOS and Linux machine for each. I have macOS but I need to rejig some mouse clicks since it would be impossible with one button or trackpad... will look into it a bit later. But no for Linux.

Good points, I thought about zooming out, zooming in 1x more is only fun for looking at pixels indeed. Will look into the bug with not getting materials (which I noticed int he original amiga game so could be some latent code I copied over and can do extra checks). I agree about SFX since Amiga was limited by channels, Gamemaker is not, so I can limit it to be similar,will introduce the fading to edge of screen for volume too. Great feedback etc!

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It's a big maybe, but I hear you can run windows software via things like Crossover or Wine etc?

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Cant macOS and Linux users just use crossover or wine these days?

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Net Testing is going well, will update soon after more testing... only tested at home via the IP so far... will need a kind of lobby added before people can net-play. https://www.tiktok.com/@polytricity/video/7682346646339964182

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it has Zoom (mousewheel) and removed border so you see a bit more screen and also the button on the right of the UI panel at the bottom speeds up time left to increase speed, right to decrease, 4 levels:
>  >>   >>>   >>>>
great if you want your buildings to appear quickly

working on some other additions to it now the base is in place. 

ENJOY!

Talk about SCOPE CREEP!!!! 

Rein it in a bit mate.

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Imagine a custom macro as a code block with the vars at the top, tapping into HW registers etc. I already have the export button, what I have yet to introduce is the import button... so yeah...
everything is just self contained there. That should be a good middle ground without me going crazy with more scope creep.

I'm on it.

sure, why not =)

New video to help promote the no-code side of it. Still needs some learning like any other tool out there:

You tried it at all yet? I still think you dont need to know assembly to use C64 Dev Machine, just have a programming logical mindset. Needxa bitmap, drop a bitmap macro, need to move a sprite, drop a move macro, Need a sound effect, drop a siund effect macro, none of tgose require you to know assembly, but all options are there.

Give Lite a try, it might be all you need if you are avoiding code.

Cheers!

Cool, yeah, that sound trivial, even doable with nodes and macros etc. But, yeah, code blocks are the tidiest way to go.

You need the paid version, using a code macro, you can paste your code in there. It should be mostly compatible depending where it is coming from / how much re-wiring you need to do, it wont import a full project with all assets though. You need to do things manually for now until I get time to work on things like that. Let me know, how much code, where its coming from, what assets etc. Also, join the forum!

Its already a partly Drag and Drop system, ang via the Macros you get similar features. In my mind I already have that in place. Fun fact, C64 Dev machine is created using Gamemaker studio, and my roots are in Game maker Drag and Drop waaay back in 2004!

The text scroller itself is using its own IRQ and it looks like it has gone into HiRes character mode, thats the only way to get those upper 8 colours. So something has confused it, perhaps the fact I only tested with Bitmaps so far, so I will look into that.

Not given up on scrolling, just been trying to find where the limits are. Folk may expect anything they throw at it to work, but if you ask too much of it, it will glich. For example, setting the H scroller to 8 rows and colour to NONE, then pre-injecting the colours seems nicer for a stock C64. I am still in a learning process of what works best then I need to make ti all work in my own programming macros... I keep the options open though since C64 Ultimate has no problem handling it. So, not given up, just not sure what I need to optimise, I leave that for the end user to figure out since all the tools are inplace. Indeed the F2 dump is working correctly, you're just not able to see the 'data' as it were as that would be unreadable.

Thanks, wont be long now!

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In regards to the github links, those are more optimised routines doing other menial scrolling tricks to chars, not full screen scrolling with colour ram (which takes about 1.5 full screen draws to accomplish, hence this being fine on C64 ultimate with some turbo or, you trim it right back like most C64 scrolling games have to do, that one being a fine example). Tricks which avoid a big techncial ask of a C64.

The F2 dump is showing all code macros as far as I can see, the actual data of the assets though, I don't dump those other than byte data as they would be generally unreadable. So you only see the core macro routines / any code etc. So a Bitmap itself generate the data it needs at compile time, liek I said it would be unreadable but you can export as KLA and examine that however you like.

Was there a specific macro or code not coming out in the F2 dump you saw?