We Have a (Rudimentary) Game!

There come several points in development where, after many hours of work, there is something to be seen happening on the screen. Today, Sleepwalker goes sleepwalking, and, under the player’s control, Hero Teddy Bear Character can walk quickly, jump, and when he gets alongside him, persuade Sleepwalker to follow him. The basic elements of the game are working!! YAAYY!! 30 sec video below…..

King Arthur to the Rescue!!

I’m using Arthur Jordison’s CBM Prg Studio to develop Sleepwalker. Why anyone would go to the trouble of developing a complete studio of tools to develop software for 20 year old computers (or their modern emulators), is beyond me. But I’m glad he’s doing it! There is character set tool and a screen designer, and between them an artist can develop a complete set of screens for a character based (as opposed to large bitmap) game. It supports Extended Colour Mode, so it’s ideal to develop screens for Sleepwalker. However, the way it exports the data means I have to export the data, cut and paste it into Windows Notepad, carefully cut parts of it, and then paste them into my source files. I have to be careful, and, if I’m doing it several times in an hour, it’s a pain.

So I asked Arthur if he could change the way the screen data is exported. It would mean I could do a single export and simple import into my source files.

He’s done it! I can now change screens and test them very quickly and easily. No more concentration zapping manual cuts and pastes. You can be more productive when these distractions are removed.

Thank you Arthur!!

Extended Background Colour Mode

I never understood why so few games utilised Extended Colour Mode on the Commodore 64. Well, actually, I do. You can only have 64 graphic characters on the screen, as opposed to the usual 256. The reason is that each graphic character (8pixelsx8pixels) uses it’s top two bits to choose it’s own background colour. In normal character mode, each character can have it’s own colour, but all characters on the entire screen share just one background colour. With Extended Background Colour Mode each character on the screen can have it’s foreground colour from colour memory (as usual), transparent background, or it can also have one of three other background colours. I love the vibrancy of that, but we’ll have to see if we can make compelling screens with it.


The graphics (1) are the same character with different background colours. Same with (2).