Oct. 18, 2009

Three bits of news to do with Infinite 8Bit Platformer.

  • I finally found some time and motivation to work a little bit on it. I made some icons to replace the ugly text buttons and had to write an image based radio-button class to support that. Here's a half-size screenshot of the new icons:

Infinite 8Bit Platformer

  • I've decided to release the source code to the game under a GPL license. Some of the library code which I've used in other projects will be released under an LGPL license. You can find bzr repositories of both codebases here.

  • I am looking for contributors to help me bring the game to completion along the lines of my massively-multiplayer-user-created-content-platformer vision. If you're interested in joining the effort, email me and I'll put you on the dev mailing list we have going. Feel free to check out the code, look at the TODO list and start hacking. Patches welcome!

I really need to do a lot more work on the website, like integrating a forum, blog feeds, and authentication. Next thing in the TODO list is a save button for saving the level you are working on. Should be pretty easy so I'm going to use it to try and stay engaged with the codebase.

Sept. 30, 2009

blochead helo.

Sept. 29, 2009

Woohoo, Ullrich von Bassewitz has made a new release of everyone's favorite 8bit compiler, cc65 - the first in a while.

cc65 has C and runtime library support for many of the old 6502 machines, including

  • The Commodore VIC20, C16/C116, C64, C128, C116, Plus/4, 510 (aka P500), the 600/700 family and newer PET machines (not 2001).

  • The Apple ][ and successors.

  • The Atari 8 bit machines.

  • GEOS for the C64 and C128.

  • The Nintendo Entertainment System (NES).

  • The Supervision console.

  • The Oric Atmos.

  • The Lynx Console.

This is the compiler that I used to create aSid, a program which turns your commodore64 into a synthesizer.

Sept. 26, 2009

The zipfile under the image above contains a Pure Data patch which procedurally generates a virtually infinite number of acid and breakbeat loops. I've found that it's quite a lot of fun to play with!

Start by loading the patch called 0_START.pd and then turn up the volume and the cutoff. After that hit the big red button a few times until you hear something you like.

I was making it into an RjDj scene, but I am not really sure if I'll ever get around to finishing it.

Garage Acid Lab screenshot

Sept. 13, 2009

update: Oh wow, I completely forgot that there is already an awesome indie game called Dyson, thanks for reminding me, Dan!

Here's another AsteroidsTNG prototype. This asteroid field goes on until MAXFLOAT before looping (I think) and it contains up to 2^32 unique asteroids. I had to remove the collision detection, so you can fly through asteroids, but don't let that stop you from exploring! Oh wow, I just tested this on Internet Explorer and it runs hellishly slow. Sorry IE user, whoever you are. :(

(click on the image to play)

I think if I was ever to turn this into a proper game, I would call it Dyson, after the physicist Freeman Dyson who came up with the concept of the Dyson tree, which I would hope to work into the game. A short time ago I had the great fortune of briefly meeting Freeman Dyson's daughter and tech luminary, Esther Dyson, source of the following great piece of advice:

"Fail cheap. Fail fast. Fail often. Always make new mistakes." -Esther Dyson

I am a huge fan of this philosophy, especially when it comes to rapidly prototyping software and games.

This game was written inside the jsGameSoup framework.

Writing games for javascript and the canvas tag feels a bit like being an eight year old again, trying to squeeze every last cpu cycle out of my parents' Apple //e. Good times!