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retroteamgames

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A member registered Jul 04, 2024 · View creator page →

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yes

Please rate my game.

In the book, I cover both horizontal tilemap scrolling and vertical scrolling (used in the title screen to display the logo).

So, by combining these two techniques, you can achieve multi-directional scrolling.

Clearly, the book doesn't address typical platformer topics like jump physics, tile collisions, etc.

First of all, thank you for the compliments.

I'd like to explain the reason for the 4 levels:

I created everything myself: code, graphics, and even composed the music and sound effects. I believe that only for the C64 and similar platforms is it still possible for a single programmer to create an entire video game.

Being alone, I had to balance release time with content, and I decided to limit myself to 4 levels for an initial release.

This doesn't mean that additional levels or a sequel to the game itself won't be released later!

(1 edit)

Thanks for the feedback. The final version will have a redesigned HUD, performance optimizations to fix glitches and flickering, and entirely new, original music and sound effects.

The June issue of ZZap64! will come with an exclusive demo on the cover disk, containing just level 4. 

The full version will be released within the first 15 days of June, after the demo has been published in ZZap64!

I still need to come up with enemies for this level! Any suggestions?

What kind of environment do you recommend for levels 3 and 4? 4 is the endgame

The book will be released on Amazon by the end of March. In my experience, Oscar 64 produces code that is nearly as performant as assembly. It allows you to focus on the game logic while saving development time. It does have some limitations regarding the sprite multiplexer library, which isn't very stable.

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