Amiblitz3 is actually really cool. Has a lot of neat things I find lacking in AMOS, like real functions and procedures with local variable scopes etc. Need to put some time into this!
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
Got my hands on a A2000 for a pretty good price. It's a rev6.2 board with kickstart 2.0. Kinda barren though so now I'm wondering what kind of upgrades I should get. TF534 the best way to get some speed? Is it worth getting a SCSI controller/hdd? #Commodore #Amiga
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This is amazing! I am seriously considering going full AGA in Trailmarch. Maybe a ECS version first and later AGA. Go and support his work. youtube.com/watch?v=oaS-LY #amospro #Amiga
Working on some pretty boring stuff. Which also means it's taking a long time. :/ It will touch every part of the game, but will be worth it in the end.
Gorgeous DAEMONCLAW prototype by
Runs like this on AMIGA 500, shows that in the right hands, even high level languages like AMOS (here) and Blitz can do well. Added music on code for fun (clip end)
#AmigaRetweets #gamedev #pixelart #dev #programming
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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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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.
Working on a new layout that hopefully is a bit more intuitive. The refactoring work is winding down and should be done by tomorrow. #amiga #gamedev #indiegames #RETROGAMING
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In other news, i've spent some time putting together a CF card filled with gaming goodies for my CD32+wicher setup. I've also loaded it full of mods so it can serve as my jukebox while i'm coding on Trailmarch. :) #retrogaming #amiga #retroindiedev
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Had brioche toast for the first time today, and frankly can't see myself going back to ordinary plain toast ever again.
At some point I guess I should get some sleep... all this quarantining has my daily rhythm all reversed.
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. 😁
Quote Tweet
The Deluxe package is complete. @CarletonHandley wonderful Millie & Molly game should release is getting closer. #retrogames
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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.
A few more classics added to the collection. Never completed any of them as a kid. Black crypt was pretty harsh as I recall. I'd love to have the full gold box series. SSI was definitely one of my fav developers. #retrogaming #amiga #ssi #dungeoncrawlers
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Turns out I was probably drawing stuff twice per cycle, which could explain why it runs rather slowly on 68000 machines. Reworking the graphical rendering now.
pixelation.org/index.php?topi Looking for a #pixelartist to join me make Trailmarch awesome. pixelshift.se/recruitment/ #pixelart #pixel #gamedev #gamedevs
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Exciting times! I have Trailmarch running on actual hardware. It’s a bit slow but I’m sure there are graphical optimizations I can do when the time comes 😁
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It’s here and looks to be in great condition. Happy Amiga nerd. 😄 #amiga #amiga600 #commodore #RETROGAMING
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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%
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Getting skills in the game is taking a fair bit of time. But it's because I want them to be customizable and not hardcoded. I'm pretty pleased with the way it works now. Just need to test it a bit more and then I think i'm done. #trailmarch #gamedev
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Took awhile, but I now have a sufficiently flexible data structure in place for skills/spells and the editor counterpart. :) Now to implement it in the actual game.
Yeah I know I have done this before, but this time everyone is at home! Let's do this again for a more interesting result. You ready? How big is the Commodore community on Twitter? Retweet if you're an Amigan or a Commodorian!
#Commodore #Amiga #c64💕
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Just bought myself a #amiga600 to join my 500/1200 and CD32 family. 😁 it’s even recapped (which is something I still need to fix for the other ones). Hopefully it will arrive next week. #Amiga #retrogaming
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Alright, so just got informed by my job that there will be 3 more weeks working from home due to #corona. I'm not complaining, I rather enjoy the solitude and not having to deal with people in general. :P
Full battle loop + victory/defeat is done. Next up I will probably implement the health/mana meters beside the hero portraits and then get on skills/spells. Want to stress i'm still looking for a #pixelartist. #amiga #retrogaming #indiedev #gamedev #pixelart #gamedevs #gamejobs
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Success! Dealing damage and combatants dying is now in the game. So now there is a game over screen. Hey, this is starting to look like a game. :) Maybe it's time to start delving into skills/spells. #amiga #gamedev #indiedev #retrogaming
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Just a quick little video showcasing the turn-based combat. Nobody is suffering damage right now, but that is coming soon. It all looks pretty simplistic, but I figure when I have a proper #pixelartist onboard things will look a whole lot better. #amiga #gamedev
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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.





