When we get to have the ability to compose music. Will it be done with the standard detuned tones or will it be a special standard like TItuna or something like DPC+?
As I'd like to have the option to use just use standard kernel for music compositions. So that way CPU time is minimal for music.
That would be super awesome. As having it be a lean as possible will hopefully allow for some breathing room. And allow me to use more functions of the machine in tandem with the music.
Good gravy the update feels like a Halloween treat. Thank you so much for the ball update it's a nice upgrade. Also I meant to write this a couple of days ago, but you know how Halloween is and all.
Unfortunately, I haven't gone back to its implementation since last time; the implementation is there, but the height randomly resets when navigating between screens. I will come back to it, eventually
Looking at it, it seems mostly correct, so far, separating the X and Y speed components; changing the "if Ball Y Speed < 2" to "if Ball Y Speed = 1" should work (untested)
Yes, because it only supports Batari Basic's standard kernel. Once the tool does every thing it can do for the standard kernel, I intend to implement support for the DPC+ kernel
I'm sure why, but I have a feeling that there is a non-DPC+ multi-sprite kernel somewhere on the AtariAge forums. I just realized this since some DPC+ games are usually underwhelming for something like 32+ KB A2600 rom.
Probably for the best...but I do recommend that you use a kernel that is 32KB or lower. Mostly because some kids will use the Atari + platform to test their Atari 2600 games made with this thing.
hi, i see "variables " but not sure how to create one? Id like to have a var keep track of rooms so if in room#3 on collision go to room#4 then 4 to 5 or something. please advise. PS any update for video in choice4genesis? Thanks keep gaming!
Did you hear about the 7800+? Everyone on the AtariAge forums has been hype about it; so I got an idea for you to consider in the near future: the PROSYSTEM GAME MAKER, a drag-n-drop similar to the VCS Game Maker, but uses 7800Basic instead of batariBasic.
Anyhow, thanks for making things easier for many of us. <3
Depends, what kind of lines? It is possible to create vertical lines of arbitrary size using missiles or the ball; also, since it uses the standard kernel, it should be possible to change the background blocks on the fly, though there are no blocks implemented for that, yet.
I see. AFAIK, Pitfall uses the ball for implementing the vine; unfortunately, batari Basic does not support custom slopes for the ball; it is always drawn as a vertical line.
Made a very very small game, had to modify the generated code to move the player1 sprite around randomly on hit. Not sure if that is possible in vcs game maker yet?
I couldn't figure it out, as I need the x position to be within 20-100ish otherwise it was going outside the playfield, and getting stuck by the collision. Tried using some while / if statements to get the number in the range but it wouldn't work. By hey, a perfect reason for displaying the generated code!
Having a random number return between [num] and [num] would be perfect.
Do you think you could add a hud-like feature soon? I’m thinking there could be both the score and another meter on the bottom, kind of like the Xanthiom homebrew?
I just wanna say this software has floored me. Its so cool to see more development tools in this style being created. And hopefully this will bring more attention to VCS homebrew. Since I feel like there's a lot to get out of the woodgrain warrior.
ok AtariDash might be possible earlier than I thought, by using different backgrounds, background set-to blocks, always move 1+ x for player, if player x > 200 set x to 1 set background to current background (+1)
← Return to tool
Comments
Log in with itch.io to leave a comment.
When we get to have the ability to compose music. Will it be done with the standard detuned tones or will it be a special standard like TItuna or something like DPC+?
As I'd like to have the option to use just use standard kernel for music compositions. So that way CPU time is minimal for music.
I will have to see what to do; generally, I opt for something simple that uses less RAM
https://github.com/haroldo-ok/vcs-game-maker/issues/46
That would be super awesome. As having it be a lean as possible will hopefully allow for some breathing room. And allow me to use more functions of the machine in tandem with the music.
I am so thankful this exists
Thanks! 😉
looks like I've got a special tool to create some new VCS games
Nice!
Good gravy the update feels like a Halloween treat. Thank you so much for the ball update it's a nice upgrade. Also I meant to write this a couple of days ago, but you know how Halloween is and all.
No problem; thanks for the review. 😁
Im so hyped for 0.30
How close is Sprite Height changing?
Unfortunately, I haven't gone back to its implementation since last time; the implementation is there, but the height randomly resets when navigating between screens. I will come back to it, eventually
Oh, that really is weird.
hi the online version works but the downloaded version with same file gives errors:
Error while compiling bBasic code: Error: Errors while assembling.
Line 178: Unresolved symbol 'pfscore'
player0x = player0x + Player_0_X_Speed
Line 179: Unresolved symbol 'pfscore'
_if_9_end
Line 180: Unresolved symbol 'pfscore'
Player_0_X_Speed = 0
Line 190: Unresolved symbol 'bankswitch'
_if_11_end
Line 197: Unresolved symbol 'superchip'
_if_13
Line 204: Unresolved symbol 'pfres'
_if_14_else_end
Line 207: Unresolved symbol 'pfres'
ballx = ballx + Ball_X_Speed
Line 10: Unresolved symbol 'bankswitch'
%00010100
Line 11: Unresolved symbol 'bankswitch'
%00001010
Line 15: Unresolved symbol 'bankswitch'
%00011100
Line 19: Unresolved symbol 'bankswitch'
player1:
Line 46: Unresolved symbol 'shakescreen'
dim player0realcolor = r
Line 47: Unresolved symbol 'shakescreen'
dim player1realcolor = q
Line 67: Unresolved symbol 'readpaddle'
rem **************************************************************************
Line 76: Unresolved symbol 'pfres'
rem **************************************************************************
Line 79: Unresolved symbol 'pfres'
title_start_end
Line 92: Unresolved symbol 'pfrowheight'
Level_Number = 1
Line 93: Unresolved symbol 'pfrowheight'
player1x = 66
Line 95: Unresolved symbol 'pfres'
gameplay_start_end
Line 98: Unresolved symbol 'pfres'
rem Main loop:
Line 124: Unresolved symbol 'pfres'
if Even_Frame then goto _if_2 else goto _if_2_end
Line 125: Unresolved symbol 'pfres'
_if_2
Line 127: Unresolved symbol 'pfres'
_if_3
Line 129: Unresolved symbol 'pfres'
_if_4
Line 131: Unresolved symbol 'pfres'
goto _if_4_else_end
Line 162: Unresolved symbol 'player1colors'
ballheight = 3
Line 171: Unresolved symbol 'playercolors'
Even_Frame = true
Line 179: Unresolved symbol 'pfres'
_if_9_end
Line 180: Unresolved symbol 'pfres'
Player_0_X_Speed = 0
Line 182: Unresolved symbol 'pfres'
if joy0right then goto _if_10 else goto _if_10_end
Line 184: Unresolved symbol 'pfres'
Player_0_X_Speed = 1
Line 186: Unresolved symbol 'pfres'
Line 208: Unresolved symbol 'no_blank_lines'
goto _if_12_else_end
Line 209: Unresolved symbol 'playercolors'
_if_12_end
Line 224: Unresolved symbol 'readpaddle'
Line 227: Unresolved symbol 'readpaddle'
rem End of generated code.
Line 230: Unresolved symbol 'readpaddle'
goto main
Line 234: Unresolved symbol 'playercolors'
rem **************************************************************************
Line 235: Unresolved symbol 'PFcolors'
gameover_start_begin
Line 239: Unresolved symbol 'backgroundchange'
rem **************************************************************************
Line 259: Unresolved symbol 'pfrowheight'
Line 260: Unresolved symbol 'pfrowheight'
if channnel1duration = 1 then AUDV1 = 0
Line 262: Unresolved symbol 'pfres'
Line 265: Unresolved symbol 'pfres'
rem - Draws the screen and handles user input. Moves the sprites and
Line 274: Unresolved symbol 'PFmaskvalue'
rem Backgrounds generated by vcs-game-maker.
Line 275: Unresolved symbol 'PFmaskvalue'
rem **************************************************************************
Line 295: Unresolved symbol 'PFcolorandheight'
playfield:
Line 297: Unresolved symbol 'backgroundchange'
X..XXX...XXXXX.XXXX.XXX.XXX.XXXX
Line 305: Unresolved symbol 'PFheights'
XXXXXXXXXXX.........XXXXXX.XXXXX
Line 312: Unresolved symbol 'PFcolors'
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX.
Line 315: Unresolved symbol 'backgroundchange'
X...................X........XX.
Line 320: Unresolved symbol 'pfrowheight'
X...........X..............X..X.
Line 321: Unresolved symbol 'pfrowheight'
X....X............X.X....X.X..X.
Line 323: Unresolved symbol 'pfres'
end
Line 326: Unresolved symbol 'pfres'
if newbackground <> 4 then goto background4end
Line 331: Unresolved symbol 'PFcolorandheight'
X.............................X.
Line 332: Unresolved symbol 'PFcolors'
X........X.X.......X.X........X.
Line 333: Unresolved symbol 'PFheights'
X.............................X.
Line 334: Unresolved symbol 'no_blank_lines'
X.............................X.
Line 342: Unresolved symbol 'pfrowheight'
if newbackground <> 5 then goto background5end
Line 343: Unresolved symbol 'pfrowheight'
playfield:
Line 345: Unresolved symbol 'pfres'
X..................XXXXXXX....X.
Line 348: Unresolved symbol 'pfres'
X.........X.............X.....X.
Line 366: Unresolved symbol 'no_blank_lines'
X.............................X.
Line 368: Unresolved symbol 'PFcolors'
X.............................X.
Line 376: Unresolved symbol 'PFheights'
XXXXX......XXXXXXXXXXX.XX.X.XXX.
Line 389: Unresolved symbol 'PFheights'
Line 399: Unresolved symbol 'no_blank_lines'
X..XXXXXXXXXXXXXXXXXXX........X.
Line 417: Unresolved symbol 'pfres'
X.............................X.
Line 418: Unresolved symbol 'pfres'
XXXXXXX.XXXXXXXXXXXXXXX..XXXXXX.
Line 420: Unresolved symbol 'pfres'
background9end
Line 422: Unresolved symbol 'pfres'
if newbackground <> 10 then goto background10end
Line 424: Unresolved symbol 'pfres'
XXXXXXXXXXXXXXXXXXXXXXXXXXXXXXX.
Line 459: Unresolved symbol 'player1colors'
XXXXXXXXXXXXX............X.X..X.
Line 472: Unresolved symbol 'pfres'
XXXXXXXXXXX.XX......XXXXXXXXXXX.
Line 473: Unresolved symbol 'pfres'
X.X.X.X..................X.X.XX.
Line 475: Unresolved symbol 'pfres'
X.X.......X.X.......X.X....X.XX.
Line 477: Unresolved symbol 'pfres'
X.X.......X.X.......X.X....X.XX.
Line 479: Unresolved symbol 'pfres'
X.X.......XXXXXXXXXXXX.....X.X..
Line 492: Unresolved symbol 'player1colors'
X........XXXXXXXXXXXXXXXXXXXXXX.
Line 497: Unresolved symbol 'playercolors'
X....X...................X....X.
Line 515: Unresolved symbol 'no_blank_lines'
end
Line 522: Unresolved symbol 'readpaddle'
rem **************************************************************************
Line 525: Unresolved symbol 'readpaddle'
Line 528: Unresolved symbol 'readpaddle'
Line 550: Unresolved symbol 'no_blank_lines'
%11111000
Line 551: Unresolved symbol 'no_blank_lines'
%01100000
Line 562: Unresolved symbol 'pfrowheight'
player0animation0animationEnd
Line 563: Unresolved symbol 'pfrowheight'
goto player0animationsEnd
Line 565: Unresolved symbol 'pfres'
player0animationsEnd
Line 568: Unresolved symbol 'pfres'
rem Animations for player1:
Line 576: Unresolved symbol 'shakescreen'
if player1frame = 20 then player1frame = 0
Line 577: Unresolved symbol 'shakescreen'
Line 578: Unresolved symbol 'shakescreen'
if player1frame > 10 then goto player1animation0frame0End
Line 580: Unresolved symbol 'shakescreen'
%11110000
Line 601: Unresolved symbol 'player1colors'
%11111110
Line 605: Unresolved symbol 'playercolors'
Line 606: Unresolved symbol 'readpaddle'
player1animation0animationEnd
Line 614: Unresolved symbol 'no_blank_lines'
undefined
Line 628: Unresolved symbol 'minikernel'
undefined
Line 629: Unresolved symbol 'minikernel'
undefined
Line 639: Unresolved symbol 'noscore'
undefined
Line 694: Unresolved symbol 'pfscore'
undefined
Line 695: Unresolved symbol 'pfscore'
undefined
Line 710: Unresolved symbol 'pfscore'
undefined
Line 711: Unresolved symbol 'pfscore'
undefined
Line 727: Unresolved symbol 'pfscore'
undefined
Line 728: Unresolved symbol 'pfscore'
undefined
Line 1: Unresolved symbol 'bankswitch'
set tv ntsc
Line 774: Unresolved symbol 'shakescreen'
undefined
Line 775: Unresolved symbol 'shakescreen'
undefined
Line 776: Unresolved symbol 'shakescreen'
undefined
Line 777: Unresolved symbol 'shakescreen'
undefined
Line 779: Unresolved symbol 'shakescreen'
undefined
Line 809: Unresolved symbol 'pfrowheight'
undefined
Line 810: Unresolved symbol 'pfrowheight'
undefined
Line 812: Unresolved symbol 'pfres'
undefined
Line 813: Unresolved symbol 'pfres'
undefined
Line 830: Unresolved symbol 'multisprite'
undefined
Line 831: Unresolved symbol 'multisprite'
undefined
Line 834: Unresolved symbol 'bankswitch'
undefined
Line 855: Unresolved symbol 'pfres'
undefined
Line 856: Unresolved symbol 'pfres'
undefined
Line 861: Unresolved symbol 'superchip'
undefined
Line 1: Unresolved symbol 'bankswitch'
set tv ntsc
Line 1: Unresolved symbol 'bankswitch'
set tv ntsc
Line 901: Unresolved symbol 'bankswitch'
undefined
Line 908: Unresolved symbol 'superchip'
undefined
Line 917: Unresolved symbol 'superchip'
undefined
Line 927: Unresolved symbol 'superchip'
undefined
Line 1: Unresolved symbol 'bankswitch'
set tv ntsc
Line 1: Unresolved symbol 'bankswitch'
set tv ntsc
Line 983: Unresolved symbol 'superchip'
undefined
Line 992: Unresolved symbol 'superchip'
undefined
Line 1002: Unresolved symbol 'superchip'
undefined
Line 1049: Unresolved symbol 'pfres'
undefined
Line 1050: Unresolved symbol 'pfres'
undefined
Line 1058: Unresolved symbol 'superchip'
undefined
Line 1: Unresolved symbol 'bankswitch'
set tv ntsc
Line 1088: Unresolved symbol 'pfres'
undefined
Line 1089: Unresolved symbol 'pfres'
undefined
Line 1096: Unresolved symbol 'superchip'
undefined
Line 1: Unresolved symbol 'bankswitch'
set tv ntsc
Line 1132: Unresolved symbol 'pfrowheight'
undefined
Line 1133: Unresolved symbol 'pfrowheight'
undefined
Line 1135: Unresolved symbol 'pfres'
undefined
Line 1138: Unresolved symbol 'pfres'
undefined
Line 1154: Unresolved symbol 'superchip'
undefined
Line 1173: Unresolved symbol 'pfres'
undefined
Line 1174: Unresolved symbol 'pfres'
undefined
Line 1182: Unresolved symbol 'superchip'
undefined
Line 1183: Unresolved symbol 'pfres'
undefined
Line 1184: Unresolved symbol 'pfres'
undefined
Line 1186: Unresolved symbol 'pfres'
undefined
Line 1188: Unresolved symbol 'pfres'
undefined
Line 1190: Unresolved symbol 'pfres'
undefined
Line 1201: Unresolved symbol 'pfres'
undefined
Line 1202: Unresolved symbol 'pfres'
undefined
Line 1204: Unresolved symbol 'pfres'
undefined
Line 1206: Unresolved symbol 'pfres'
undefined
Line 1208: Unresolved symbol 'pfres'
undefined
Line 1: Unresolved symbol 'bankswitch'
set tv ntsc
Line 1232: Unresolved symbol 'pfrowheight'
undefined
Line 1233: Unresolved symbol 'pfrowheight'
undefined
Line 1235: Unresolved symbol 'pfres'
undefined
Line 1238: Unresolved symbol 'pfres'
undefined
Line 1246: Unresolved symbol 'pfres'
undefined
Line 1247: Unresolved symbol 'pfres'
undefined
Line 1249: Unresolved symbol 'pfres'
undefined
Line 1251: Unresolved symbol 'pfres'
undefined
Line 1253: Unresolved symbol 'pfres'
undefined
Line 1266: Unresolved symbol 'pfres'
undefined
Line 1267: Unresolved symbol 'pfres'
undefined
Line 1273: Unresolved symbol 'superchip'
undefined
Line 1295: Unresolved symbol 'superchip'
undefined
Line 1: Unresolved symbol 'bankswitch'
set tv ntsc
Line 1326: Unresolved symbol 'rand16'
undefined
Line 1327: Unresolved symbol 'rand16'
undefined
Line 1333: Unresolved symbol 'rand16'
undefined
Line 1334: Unresolved symbol 'rand16'
undefined
Line 1: Unresolved symbol 'bankswitch'
set tv ntsc
Line 1342: Unresolved symbol 'debugscore'
undefined
Line 1346: Unresolved symbol 'mincycles'
undefined
Line 1347: Unresolved symbol 'mincycles'
undefined
Line 1349: Unresolved symbol 'mincycles'
undefined
Line 1352: Unresolved symbol 'mincycles'
undefined
Line 1369: Unresolved symbol 'debugscore'
undefined
Line 1380: Unresolved symbol 'debugscore'
undefined
Line 1383: Unresolved symbol 'debugcycles'
undefined
Line 1414: Unresolved symbol 'legacy'
undefined
Line 1415: Unresolved symbol 'legacy'
undefined
Line 1475: Unresolved symbol 'legacy'
undefined
Line 1476: Unresolved symbol 'legacy'
undefined
Line 1507: Unresolved symbol 'vblank_bB_code'
undefined
Line 1508: Unresolved symbol 'vblank_bB_code'
undefined
Line 2075: Unresolved symbol 'false'
undefined
Line 2086: Unresolved symbol 'true'
undefined
Line 2518: Unresolved symbol 'backgroundchange'
undefined
Line 2532: Unresolved symbol 'pfres'
undefined
Line 2533: Unresolved symbol 'pfres'
undefined
Line 2572: Unresolved symbol 'pfres'
undefined
Line 2573: Unresolved symbol 'pfres'
undefined
Line 2612: Unresolved symbol 'pfres'
undefined
Line 2613: Unresolved symbol 'pfres'
undefined
Line 2652: Unresolved symbol 'pfres'
undefined
Line 2653: Unresolved symbol 'pfres'
undefined
Line 2692: Unresolved symbol 'pfres'
undefined
Line 2693: Unresolved symbol 'pfres'
undefined
Line 2732: Unresolved symbol 'pfres'
undefined
Line 2733: Unresolved symbol 'pfres'
undefined
Line 2772: Unresolved symbol 'pfres'
undefined
Line 2773: Unresolved symbol 'pfres'
undefined
Line 2812: Unresolved symbol 'pfres'
undefined
Line 2813: Unresolved symbol 'pfres'
undefined
Line 2852: Unresolved symbol 'pfres'
undefined
Line 2853: Unresolved symbol 'pfres'
undefined
Line 2892: Unresolved symbol 'pfres'
undefined
Line 2893: Unresolved symbol 'pfres'
undefined
Line 2932: Unresolved symbol 'pfres'
undefined
Line 2933: Unresolved symbol 'pfres'
undefined
Line 2972: Unresolved symbol 'pfres'
undefined
Line 2973: Unresolved symbol 'pfres'
undefined
Line 3012: Unresolved symbol 'pfres'
undefined
Line 3013: Unresolved symbol 'pfres'
undefined
Line 3052: Unresolved symbol 'pfres'
undefined
Line 3053: Unresolved symbol 'pfres'
undefined
Line 3092: Unresolved symbol 'pfres'
undefined
Line 3093: Unresolved symbol 'pfres'
undefined
Line 3118: Unresolved symbol 'backgroundchange'
undefined
Line 3465: Unresolved symbol 'ROM2k'
undefined
Line 3468: Unresolved symbol 'bankswitch'
undefined
Line 3469: Unresolved symbol 'bankswitch'
undefined
Line 3473: Unresolved symbol 'bankswitch'
undefined
Line 3477: Unresolved symbol 'bankswitch'
undefined
Line 3579: Unresolved symbol 'ROM2k'
undefined
Line 3582: Unresolved symbol 'bankswitch'
undefined
Line 3583: Unresolved symbol 'bankswitch'
undefined
Line 3587: Unresolved symbol 'bankswitch'
undefined
Line 3591: Unresolved symbol 'bankswitch'
undefined
Line 3603: Unresolved symbol 'bankswitch'
undefined
Line 3604: Unresolved symbol 'bankswitch'
undefined
Line 3608: Unresolved symbol 'bankswitch'
undefined
Line 3612: Unresolved symbol 'bankswitch'
undefined
Line 3617: Unresolved symbol 'ROM2k'
undefine
Hello; the downloadable Windows version is currently based on an older version of the tool.
ahh! I figured it was some small discrepancy. ok thanks!
No problem!
can a projectile be like breakout angle vert and horizontal ?
im doing something wrong...
Looking at it, it seems mostly correct, so far, separating the X and Y speed components; changing the "if Ball Y Speed < 2" to "if Ball Y Speed = 1" should work (untested)
this is what i have so far. still just vertical..hmm
Okay, this one shoud work:
Example project: https://github.com/user-attachments/files/17498770/vcs-game-maker.bounce-ball.pr...
yes thanks!!
Made this in 5 minutes as a warmup
Nice! 😉
mayve asked but is there a way to see if player 0 is at x (top of screen) to go to next background/level?
Yes, the level number can be incremented like a variable:
Example project: https://github.com/user-attachments/files/17481907/vcs-game-maker.next-level.exa...
thanks works!
No problem!
Can u add like buttons under the get rom button that can control for the emulator on mobil
Okay; I opened an issue in order to not forget it:
https://github.com/haroldo-ok/vcs-game-maker/issues/121
Ok
Uh
It seems that the code for the "or" operator is being generated incorrectly when inside a repeat block.
I opened the issue: https://github.com/haroldo-ok/vcs-game-maker/issues/119
Oh cool
OK, fixed it: https://haroldo-ok.itch.io/vcs-game-maker/devlog/815804/version-0256-fix-code-ge...
Cool
theres a bug with the collision and or blocks being together
It looks like there's a bug when using a while block inside an if block...
I have opened the relevant issue to look at it later:
https://github.com/haroldo-ok/vcs-game-maker/issues/109
BTW, aside from the code generation bug, there's a chance that the `repeat` block won't work in a useful way with that arrangement:
Okay
Fixed the code generation bug: https://haroldo-ok.itch.io/vcs-game-maker/devlog/811947/version-0253-fix-nested-...
Herod fixed it
I'd want to make a more advanced game. But this seems to only handle more simple-looking games.
Yes, because it only supports Batari Basic's standard kernel. Once the tool does every thing it can do for the standard kernel, I intend to implement support for the DPC+ kernel
I'm sure why, but I have a feeling that there is a non-DPC+ multi-sprite kernel somewhere on the AtariAge forums. I just realized this since some DPC+ games are usually underwhelming for something like 32+ KB A2600 rom.
There exists a non-DPC+ multi-sprite kernel, but I opted to skip it, in order to better focus the development of the tool.
Probably for the best...but I do recommend that you use a kernel that is 32KB or lower. Mostly because some kids will use the Atari + platform to test their Atari 2600 games made with this thing.
Okay, thanks for the tip.
If i could I'd donate
No problems, I activated the optional donation button. 😉
Hi there, this looks interesting but i was surprised to not see any tutorials on youtube. how are folks learning how to use this?
Good question! It seems people are kinda figuring out how to use it, but it would definitely be better to have a tutorial available...
Okay, here's a tutorial:
Some of the skills I have are from a mix of assembly and console understanding. And GB studio having a similar "flow" to this.
Yes, I can see the similarities...
I was trying to make a game, but I found some weird glitches:
When I fix the player's sprites, sometimes all the game code gets erased
The sound of the emulator disables itself for no reason
I also have a suggestion:
Make a wait seconds or frames block
Despite these bugs, this is a very impressive tool!
Thanks for the suggestions ! 😉
Okay, opened the issues to look into later.
Make a block for waiting seconds or frames
The sound of the emulator disables itself for no reason
When changing the player's sprites, sometimes all the game code gets erased
Okay, implemented it:
https://haroldo-ok.itch.io/vcs-game-maker/devlog/824048/version-0270-create-bloc...
Yea
Finaly
Pls multiple sprite update pleasss
Once I finish implementing support for the standard kernel, I would intend to skip right to DPC+ 😉
oh cool
Are there any video tutorials for this sw? Thanks!
None, yet, but it would be something interesting to have.
Okay, here's a tutorial:
I am definitely gonna have to watch this, I'm dumb as hell and don't understand anything lol
the sprite0 and sprite1 animation is bug
Interesting. What kind of bug is ocurring?
When I try to make one animation change to another, the animation freezes.
Would your code be trying to change the animation on every frame? That would cause the animation to always reset, making it look frozen.
hi, i see "variables " but not sure how to create one? Id like to have a var keep track of rooms so if in room#3 on collision go to room#4 then 4 to 5 or something. please advise. PS any update for video in choice4genesis? Thanks keep gaming!
Hello! In order to create variables, you go to "Variables -> Create variable..."
As for the video support on choice4genesis, I haven't started implementing the integration, yet.
im able to click create variable but it just highlights I dont seem to see it add anything?! thanks
That's weird; what browser are you using? Does some error appear on the browser's console when clicking the button?
ah im not in browser Im using the downloaded stand alone version. Also how to create a missile or ball/thanks!
Okay, I will take a look at the standalone version, later.
As for setting up missile or ball, please take a look at the "Examples" section: there's an example for firing a missile on button press.
oh wow this is incredible!!! Can this be used to make homebrews?
Yes! They can run on real hardware, even!
yea!
Did you hear about the 7800+? Everyone on the AtariAge forums has been hype about it; so I got an idea for you to consider in the near future: the PROSYSTEM GAME MAKER, a drag-n-drop similar to the VCS Game Maker, but uses 7800Basic instead of batariBasic.
Anyhow, thanks for making things easier for many of us. <3
Could be a cool idea for a future project. 😉
It can be, especially when the 7800 is capable of taking image files as sprites like the Master System (and maybe the NES iirc).
And also when is the vcs game maker download gonna be updated to 0.23.0
Yep, I gotta remember to update that one.
https://github.com/haroldo-ok/vcs-game-maker/issues/96
Ok
Okay, the new downloadable Windows version is now available!
https://haroldo-ok.itch.io/vcs-game-maker/devlog/787009/version-0231-now-comes-w...
Cool
When sprite update
There is a work in progress version, but it is still too glitchy to release:
https://github.com/haroldo-ok/vcs-game-maker/issues/86
It will be released once it's stabilized.
Cool
hey haroldo-ok can you make a function to create lines
and be able to modify them with variables?
Depends, what kind of lines? It is possible to create vertical lines of arbitrary size using missiles or the ball; also, since it uses the standard kernel, it should be possible to change the background blocks on the fly, though there are no blocks implemented for that, yet.
I see. AFAIK, Pitfall uses the ball for implementing the vine; unfortunately, batari Basic does not support custom slopes for the ball; it is always drawn as a vertical line.
Magik [prototype]
Predict! Predict!
Made a very very small game, had to modify the generated code to move the player1 sprite around randomly on hit. Not sure if that is possible in vcs game maker yet?
https://themitchnz.itch.io/mini2600
Nice game! The "Random 1 .. 255" block should do the trick:
I couldn't figure it out, as I need the x position to be within 20-100ish otherwise it was going outside the playfield, and getting stuck by the collision. Tried using some while / if statements to get the number in the range but it wouldn't work. By hey, a perfect reason for displaying the generated code!
Having a random number return between [num] and [num] would be perfect.
Okay, opened an issue for future implementation: https://github.com/haroldo-ok/vcs-game-maker/issues/95
Partially implemented; please see https://haroldo-ok.itch.io/vcs-game-maker/devlog/801540/version-0250-more-flexib...
Do you think you could add a hud-like feature soon? I’m thinking there could be both the score and another meter on the bottom, kind of like the Xanthiom homebrew?
It looks like it's using the playerscores minikernel... okay, I created an enhancement issue for adding support for minikernels:
https://github.com/haroldo-ok/vcs-game-maker/issues/94
yea
Awsome update dude
I just wanna say this software has floored me. Its so cool to see more development tools in this style being created. And hopefully this will bring more attention to VCS homebrew. Since I feel like there's a lot to get out of the woodgrain warrior.
Thanks for the review! 😉
YEA
Is there a way to increase the sprite height? There is a way in VBb, so I was wondering if there was a way here?
Not yet, but it should be implemented in the future:
https://github.com/haroldo-ok/vcs-game-maker/issues/86
Please keep me updated in case it is added
Whats VBb?
Visual Batari Basic, kind of like this but a bit more powerful
I like vcs better cuz vcs has mobile support
AtariDash is in the works and it will be platformer
Added a platformer example:
https://haroldo-ok.itch.io/vcs-game-maker/devlog/826067/version-0290-platformer-...
ok AtariDash might be possible earlier than I thought, by using different backgrounds, background set-to blocks, always move 1+ x for player, if player x > 200 set x to 1 set background to current background (+1)
cool