OK, I gotta hand it to CoPilot.
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The dubs keep coming. It's almost not terrible. At this rate, I'll have a reasonably functional sprite editor sometime this weekend. (Yes, I should just use Spritemate or one of the several other existing sprite editors, but I've been hankering to learn some modern C++ and also make small/fast/compact desktop apps and this is a fun way to do so, while building something I might actually use.)
And, it's 169k without putting any effort into shrinking it. It'd fit on a floppy, even a Commodore 1541 floppy (though only barely, and probably not actually, as there's probably some overhead). I was a little worried about Qt Quick, because they apparently added JavaScript and something like HTML to Qt to make QML work, and I was concerned that would lead to bloat, and I'm sure it did, but not much.
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And, it's 169k without putting any effort into shrinking it. It'd fit on a floppy, even a Commodore 1541 floppy (though only barely, and probably not actually, as there's probably some overhead). I was a little worried about Qt Quick, because they apparently added JavaScript and something like HTML to Qt to make QML work, and I was concerned that would lead to bloat, and I'm sure it did, but not much.
Now there's a little guy.
Multicolor sprite support is working (I think I understand the specs and limitations anyway), PNG export is working, switched to a palette that is closer to a real C64, cleaned up the UI. I'm trying to decide if I want to tackle animation or just make it export to KickAssembler byte strings next.
I should also probably give it the ability to save and reload in a native format so I don't lose my little guys when I exit.
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Now there's a little guy.
Multicolor sprite support is working (I think I understand the specs and limitations anyway), PNG export is working, switched to a palette that is closer to a real C64, cleaned up the UI. I'm trying to decide if I want to tackle animation or just make it export to KickAssembler byte strings next.
I should also probably give it the ability to save and reload in a native format so I don't lose my little guys when I exit.
I opened up Steam to see if any games were calling out to be played, and realized I bought AseSprite at some point, and it also became available on Linux (via Proton, I assume, as it's wrapped in a Windows looking window). But, I can't figure it out? It's complicated and clearly not designed for retro machine targets, though I've seen people talk about using it for making C64 sprites, I just can't see how. I reckon I'll keep plodding along with my editor that does only/exactly what I want.
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I opened up Steam to see if any games were calling out to be played, and realized I bought AseSprite at some point, and it also became available on Linux (via Proton, I assume, as it's wrapped in a Windows looking window). But, I can't figure it out? It's complicated and clearly not designed for retro machine targets, though I've seen people talk about using it for making C64 sprites, I just can't see how. I reckon I'll keep plodding along with my editor that does only/exactly what I want.
I'm getting cooked in the `clang-tidy` comments.
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I'm getting cooked in the `clang-tidy` comments.
Do I have to build everything from scratch to make a game for C64? I just want to draw some tiles to turn into a charset and Krita is just broke?
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Do I have to build everything from scratch to make a game for C64? I just want to draw some tiles to turn into a charset and Krita is just broke?
Good ol' GNU Image Manipulation Program to the rescue. But, now I'm tired of fucking around, so I just bought some tiles off of Itch.io to start with. I think somebody here on Mastodon posted them a while back. They're cute. Still need to get them into a format I can convert automatically to a charset... https://algernon3000.itch.io/minimal-8
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Good ol' GNU Image Manipulation Program to the rescue. But, now I'm tired of fucking around, so I just bought some tiles off of Itch.io to start with. I think somebody here on Mastodon posted them a while back. They're cute. Still need to get them into a format I can convert automatically to a charset... https://algernon3000.itch.io/minimal-8
He can't keep getting away with it. (Not going to bed, writing 6502 assembly, things of that nature.) #retrocomputing
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He can't keep getting away with it. (Not going to bed, writing 6502 assembly, things of that nature.) #retrocomputing
Is a dual grid system possible on a C64? Since I'm using sprites for the little guys, it seems like it would be, as they have pixel-precise movement. How to maintain the world map (not the visual one, the one that determines behaviors) is breaking my brain, though. Much to think about.
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Is a dual grid system possible on a C64? Since I'm using sprites for the little guys, it seems like it would be, as they have pixel-precise movement. How to maintain the world map (not the visual one, the one that determines behaviors) is breaking my brain, though. Much to think about.
OK, this is not as good as Web Developer Tools for apps in the browser, but I guess it'll have to do, because I'm not doing Electron or whatever. But, trying to figure out why things are rendered the way they are without "Inspect Element" is certainly not as much fun as one would hope.
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OK, this is not as good as Web Developer Tools for apps in the browser, but I guess it'll have to do, because I'm not doing Electron or whatever. But, trying to figure out why things are rendered the way they are without "Inspect Element" is certainly not as much fun as one would hope.
I think I need to learn Godot or something for the prototyping phase. Even if I end up writing the whole game twice, iterating on gameplay ideas in 6502 assembly does not seem at all like a more efficient use of time. I was so excited to get something running in VICE but now I'm overwhelmed enough by the high level concepts (proc gen maps and the dual grid stuff at the moment) that trying to think it through at a super low level just isn't working.