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Pixelshift Interactive
@PixelshiftDev
Indie retro game developer working on games for retro computer systems (Amiga/C64). #gamedev #retro #c64 #amiga #retrogaming #indiegames #commodore
SwedenJoined June 2017

Pixelshift Interactive’s Tweets

Very pleased with how my reworked content editor is shaping up. It even exports AMOS scripts that prepare all the assets and game data for use in the game. It also features a small map editing tool now. 😃
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Working on adding tile maps into the editor tool. I've also discovered the picpac functionality in AMOS. It saves quite a bit of disk space, but also increases the memory footprint since i'd have to have a offscreen + memory bank to extract bobs on the fly. #amiga #amospro
In other news, I am also involved in another project that isn't grounded in retro games. It's a RPG/board game taking place during a zombie apocalypse in a sleep american town with a pretty unique voxel art style. It's being developed in the Unity game engine.
I have decided to add a map view to the game since I felt the gameplay was a bit barren just walking from location to location. So now you will navigate your party through a map and stumble upon locations where you get to choose actions.
Been quite for a few months. Kinda overworked myself and hit a wall, and then my cat of ~15 years passed away. Motivation was low. But I am committed to finishing Trailmarch and have begun poking around in the code again, try to remember where I left off.
So, a small update on things. Haven’t been coding much the last few days. But progress is still being made. I’ve started compiling all of my notes and designs into one document. Not only for myself, but also for a prospective graphics designer whom is interested in the game. 😁
Have started to add status effects like bleeding, stunned etc. But I got sidetracked by impl. my own arrays using memory banks. Will make saving/loading games in progress easier and I can have dynamic sized arrays.
Spent the last few days on reworking the rendering code a bit to make it more efficient. Opted for a dirty-flag system and manual double buffering. It was a bit more work than anticipated and haven't tried it on 68000 cpu yet. But I need to get back to impl. actual features now.
RPG gamers: does hiding enemy stats like health points add to the experience or detract from it? Not knowing exactly how many more points of damage you need to dish out to kill off a certain enemy. Or is number crunching part of the allure? #amiga #RETROGAMING
  • I prefer knowing stats.
    50%
  • No numbers, but hints.
    50%
  • No preference.
    0%
2 votesFinal results
Ok... well, apparently you can only have up to 15 includes in a single amos pro program. That is unfortunate, since I tend to modularize my code into separate files. Guess I need to consolidate files. :/ My code is growning pretty large, hope I don't hit any more hard limits.
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Back on track working on encounters. Had to rethink the data structure a bit to make them more flexible. Probably will need to do the same in regards to spells/skills. I am starting with the most important encounter, which is combat of course.