My New Game - Attack of the PETSCII Robots - Part 1
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- Опубліковано 28 вер 2020
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I love that you made the difficulty setting makes the robot more angry. Reminds me of the difficulty settings in Wolfenstein3D and Doom.
Indeed.. That is where I got the inspiration, only it's backwards because it is showing the enemy's face instead of the player.
Reminds me of Jazz Jackrabbit 2
Maybe it was a reference 🤔 😉
For me i recognised it from LHX Attack Chopper.
For me it were the tiles at 1:17 that made me think of Wolfenstein.
You know what? This concept would work really well on a modern game as well. I'm almost imagining a current gen game where you'd enter a robot factory and had to eliminate robots and solve puzzles in order to reach the next level. Solid concept and looking forward to it!
Yeah it exists, kinda is the whole plot of Portal lol. Only you don't have a proper gun. His idea is still very original though, awesome!
8 bit guy: so I have this idea for a game
8 bit guy: alright here's an advanced prototype ready to go on 3 systems
Including map editor and custom developer tools
For the past 6 years I've been writing a text adventure for the PET. I think I've just about got the title screen done.
Including Map editor, custom developer tools (Bram Beirens) PLUS a Snes to 9pin adapter for Snes gamepads...Just wow...
8 bit guy: also, I will be making versions for a half dozen other systems and will add SNES controller support
Got my pack of paperclips, where do I plug them in?
As soon as you have an idea for a game, you've got a prototype ready within seconds.
It's genuinely amazing how with old, simple computers like this, you're making the game as you're working on the concept.
Nowadays you want to think on a game for months, then do simple demos... Then years later it's done.
But this will be done in what... A year? Two?
Not only because you're skilled, but because it's simple.
The better games got, the more points of failure.
Grew up on the C64....and it took 35 years for me to see what it was capable of. Thanks, Dave!
Lay of the haterade. Let me see your code!
As a modern programmer, I feel like we are missing something nowadays. I feel like your program that is "closer to the metal" has a feeling to it that you dont get any more. I was writing in python while watching this and I wish we had some of the feelings back if that makes sense.
I think that is exactly what David is trying to get back to with the Commander X16 project which I am equally excited for
which makes me think... The most modern OS with closest to metal API must be TempleOS, right? I wonder what David thinks about it, and whether he'd consider tinkering with it a bit.
@@mfaizsyahmi Out of interest where has this widespread fascination with TempleOS come from? I swear it used to be an occasional throwaway comment but I've been seeing it pop up all over the place recently.
Drop python and go back to c, if youre doing graphics programming try out raylib. It’s got the advantage of being new and modern but still really low level
@@Daeraxia UA-cam has been recommending a lot of videos on it over the last quarter. I know there was a longish YT documentary on it. The thing is that TempleOS sucks ass.
David today: Yay, I made a new game!
David in 5 months: There are so many packages to pack and ship out, what was I thinking!?
that happens every fucking time and yet david still makes games,im glad he does
Predicted the future
Average David Murray development cycle
Wow, looks awesome! Wish I had a PET though. :'(
Hey look! It's squirrel monkey
No way, that's@@kikoplays44!
Emulation, my friend. Emulation
wait when did squirrel monkey like 8bit guy
@@winksplorer I always liked him. Even made a video about him. :)
this kinda stuff makes me really want to pickup a mini pet.
Are you talking about a small pet or a computer?
@@markusTegelane The mini-pet kit from tfw8b
Very cool but I think making fire with the wasd keys instead of classic movement is a huge mistake as most people associate wasd with movement
LEGO STAR WARS TCS
They're overpriced. Don't.
Can't wait for this - it's so great you dedicate so much time to making these games for vintage systems.
Hey Dave. I just want to say I love your videos and you have done more for the vintage gaming and computer scene than so many people could even dream about.
Please keep doing what you do!
I love how obviously proud he is of the game's complexity. As someone who loves writing complex code solely for the sake of complexity, I can completely understand being proud of that.
Hello, please reconsider reimplementing the shift+wasd for movement and shoot. I don't have the use of two hands and that would be a great accessibility option. Thanks.
How do you game with one hand? When I radially dislocated my wrist I relearned to hold my controller and managed to push buttons with my ring and pinkie finger but I did have at least that. I'm very curious about true one handed gaming. I am aware a keyboard may have advantages but I assume there's also unique challenges by comparison to a controller.
I'd suggest remapping movement to "IJKL" instead of "PL()", as that's what many games already use when there's no numpad available.
And if you're playing the game on an emulator, you might have keyboard layout issues with ( and ), they're under Shift+8 and Shift+9 on my layout...
Exactly, WASD is the standard set of directional keys and IJKL is the standard secondary set. I'd also recommend using WASD for movement and IJKL for shooting, rather than the reverse, since that's more expected as a standard.
also () won't work on most nordic keyboards
With this setup it then makes sense to then use the number pad for firing, otherwise it’ll get uncomfortable
@@deanolium "Tenkeyless" keyboards are pretty common these days, so a number pad might not be available. WASD+IJKL would be a "safe" default layout, since those keys are in the same positions on all keyboards.
(Unless you're not even on a QWERTY layout, but then you're probably used to keyboard layout issues in games, and the keyboard config is the first place where you always go).
There's a magic and simplistic beauty to these old games that I really love. Nice work!!
Your ambition and productivity are very inspiring as always !!! Nice to watch the work of the master =)
Thank you so much for the video and GOOD LUCK in developing the game !!!
I wish I knew how to help with the art aspect, but I'm loving what you've got so far!
Those graphics look awesome! I love the door animations and the level reminds me of Scumsoft from SQIII
No kidding, you are BRILLIANT!
I love to see what you're up to. I don't have any of the old computers you do, and being a few years younger, pretty much never have used them. I also have very limited (computer) gaming experience.
Still always love to watch The 8-Bit Guy!
Thank you for all of your videos you post! I thoroughly enjoy them and have learned so much from you. Keep up the good work!!
The number of things that the 8-Bit Guy can do blows my mind. This is amazing!
David Murray, this is glorious! Never quit doing what you do.
These explanations really help me understand the "why" questions I had years ago when playing games on these computers. Thank you!
Hitting it out if the park! Just awesome. Particularly when it comes to next-level like all those time saving editors you’ve designed. Just amazing.
I think that by using the PET characterset, you've created a unique retro-nostalgic aesthetic that looks amazing and will very much satisfy C64 users IMO.
i'm so glad somebody took on the challenge of programming a really good game for the PET! it's such an interesting machine for me and it almost makes me wanna pick a MiniPET to play around with it
this is awesome i can't wait to see how the game progresses. What I really liked about the planet X3 "documentary" was the production process in the 4th part. I know it's early but i kinda hope to see something similar with the series :p Keep doing awesome stuff like this it's great :D !
David these videos suit you best mate , love your development videos vs repairs . awesome video
So brilliant! Your imagination and the drive to improve, try something new, are admirable. I regret giving up on programming on C64 after my first failure, at age 9 or so. Didn't really pick it up till my thirties on PC. That said, I did enjoy my C64 a lot in a creative way, nonetheless. I loved doing weird little drawings of cartoon characters, right on the prompt screen. Text mode offered some cool possibilities, too. I might be remembering it wrong, but wasn't there a key that upon pressing changed whatever you typed in into an alternative set of characters/glyphs.
This is a really inspiring video to watch, and the game looks awesome, especially within the limitations of the hardware!
Thanks for these great videos David. My two kids and I never miss an episode. Always entertaining and informative.
I really love this project you're working on. Programming is so much fun, and old computers just have a cozy feeling to them
I love how the whole point was to create a game for the Pet but you got so into the game itself that you got excited about what the C64 could bring to it. Hehe.
Just wanted to say I found out about the vice article, and it sucks that people are trying to drag you down. I love your content, mistakes and all. Don't change for anyone but yourself. Thanks for your uploads, and God bless.
Hello 8-Bit Guy, I'm from Brazil and I discovered your channel about 20 days ago and since then I've run a marathon, watched from the first video to this one. Congratulations on the work, I learned and had a lot of fun so far. Hugs!
It's nice to see that you now upload more frequently. Nice job. Can't wait for part 2
A w e s o m e. A proper game for the PET! Looking forward to reading about acknowledgements for a game that works and is fun and complex on all the 8-bit commodores.
Hey how are you? My Name is Michael im from Switzerland, and i wanna say thank you, your Videos really helped me to learn English. And you Make great Videos. Hope you and your family are good in this difficult Times. Sorry my English writing is not the best.
Thanks bye
Writing is very good 👍
David, major kudos to you for your passion and skill in creating these games!
It looks really good. I'm amazed at your designs finding ways around the limitations of these systems.
Very ambitious project. I wish you the best of luck!
Looks really cool. Love the portability. What about color 80-column mode for the C128? There are a heck of a lot more C128's than there are 80-column PETs or B128s, and it would have the highest color resolution of any of the Commodore platforms. Plus the C128 has independent cursor keys AND numeric keypad AND a SID chip.
Brian H And 2Mhz in 80 col mode 😃👍
That was exactly the question I had. 🙂
But the video chip for the 80 column screen, the VDC, doesn't share with the CPU the memory mapping like the other 8-bit CBM platforms do. The 8bg would need to rewrite the scroll routines and so, and I don't think there's many people out there with VDC programmings skills to help out.
Spy Robots VS Spy Robots :-)
came here for exactly that comment! show us C128 owner some love too
This looks awesome! I don't know how you manage all your projects to be honest, without getting burnt out - can't wait to see the next update.
this looks super cool and I'm excited. also, the short circuit animation really satisfied me
I'm an Android developer, this has inspired me to code a retro game for Android
What games have you already made so far?
Thank u sir... for your opinion
I'm a beginner wannabe Android developer, I wanna know how to start thinking about like retro looking design? Do we use unity or something? Or is Android studio capable of building retro-looking games?
@@visiongt3944 Well you can just use OpenGL ES through C++ or through a Java GLSurfaceView.
True, These kind of videos are always both entertaining and inspiring !!
I find it amazing how David can dedicate himself to projects like that and keep improving. That's some strong willpower right there!
And build a new studio !
It looks fantastic. The 3D effect and the way the main character moves is so clever. So many other surprising things too. Cheers
I have to say. I love David's videos. To me they feel like cold rainy weather with hot cup of tea and a blanket. Its weird but that's how I feel when I watch it. Total bliss!!!
Tip from a gamedev: IJKL is the accepted standard for "opposite WASD" input
OK, good to know. The controls aren't set in stone yet.
Reminds me of a certain text editor
Edit: on second thought, not quite :)
@@enjibkk6850 game idea: invader vim
A good reason for this is that, for emulator qwerty players, the symbol beside the "L" key varies depending on their regional keyboard distribution, so "L" is the most practical middle-row key to the left for use.
@@enjibkk6850 IJKL is so going to annoy all the Vim users 😅
Please add CB2 sound to the PET versions, possibly as a small addition the the SNES User Port card.
I had no idea the PET had any sound at all, but a quick web search shows that the user community had discovered sound was available out of the CB2 pin on the cassette port in 1978. I guess this would chew up some CPU resources. If adding the resistor, headphone jack and piezo speaker parts are too costly, perhaps the PCB could just have the traces with NOPOP options on the components.
Maybe David could use CB2 sound on all systems if the SNES card is bundled with the game. I hope if it does he uses an aux/composite port instead of a piezo speaker.
@@BalugaWhale37 I remember my jaw dropping when I heard the digital samples audio coming out of the Apple ][ speaker with Castle Wolfenstein -- pretty impressive considering it was done with a "push-pull" interface (e.g. you send 0s and 1s to control port to vibrate the speaker) I also remember the method of getting audio from the TRS-80 Model I by sending 0s and 1s to the cassette interface. A portable AM radio could be placed near the cassette port to pick up the RF interference from the circuitry. A better solution was to get a mini-amplifier/speaker and connect that to the cassette audio connector. Of course in BASIC the best you could achieve for audio was a low-frequency buzzing noise.
Eric Hollas Later models have an inbuilt piezo speaker connected to the timer2 interrupt. And you can play back samples through that as well. Check my demo OOBC: We are computers.
@@makipri is the source available? I've just started down the rabbit hole of 6502 Assembly and find studying others' code useful. Even moreso if it's annotated.
🇨🇦
This is just all sorts of awesome, can't wait to see where you take it! It's also a great idea to have a strong game like this at launch for the X16! I think you've got a killer app on your hands!
Doing a great job man! Thank you for everything!
This is one of the most impressive hobbyist games I’ve been seen, keep up the work this looks insanely fun!
You should add a paperclip as a weapon to instantly shorten the robot circuit.
damnit you stole my line!
@@kenjpuckett Gold, or would that infringe terry nation cybermen death routine? Actually licencing the concept to BBC for Dr who enemies would give some good overlays (crying angels - plunger and electic whisk welding bug eyed monsters !)
😁
LOL! I knew this one was coming. A Dremel ought to come in handy for cutting open power supplies as well.
Clippy 📎
I love your videos are having surprisingly calm intro music instead of bullpoop loud 28th century musics
I'm amazed at your patience and perseverance to make this game run on so many different machines!
This will be a amazing game. Keep the great job Dave and the cool videos, ignore the haters. We love your channel ❤️❤️❤️❤️❤️❤️ all the best from Portugal 🇵🇹🇵🇹🇵🇹🇵🇹
Missed opportunity if the robot is not named Joe Petscii
Vote this to the top. Lol
Lame
That's a derogatory term for guido's.
@@Matlockization Nah, Guido la Vespa is not derogatory, just an average name.
Programming on the classic 8-bit machines always had its own special appeal. A friend and I were just barely starting on making something for the Apple ][e before he moved away, so it was abandoned completely. I can’t wait to hear how your game turns out!
Kudos for planning on offering customizable movement/fire keys. I was worried the whole time you were describing the different keyboard setups, until you said those magic words.
A recent Adrian Digital Basement mailcall had a SNES controller device that plugged into a C64 using both joystick ports. You might want to look into supporting that, too, if possible.
Imagine if this game had been around in the 80's! It's really amazing what he managed to do with so little to work with.
Whilst I agree, try and remember that he's standing on the shoulders of giants. It's extremely impressive and I'm glad that he's doing this but it's disrespecting the early programmers who had *nothing* to go on to suggest this is amazing.
My man. This is awesome! Great job, keep up the good work Dave.
Loving the progress so far! seems it is going to be fun to play and i love how the "graphics" turned out
Dude, you are a legend. You seem like such a chill dude but you are a monster at getting stuff done!! Very impressed with you channel
Man that's cool. You reminded me of the early 90's when I spent hours after class in the school's computer lab making games in TPascal on a Tandy. Same character graphics.
Love it, makes me want to pull the trigger on a TFW8B Mini-Pet! I'll be buying it to play on my other Commodores even if the Pet has to wait though. There are so many great games I could compare this to, but I think you found a unique set of twists on anything I would mention!
This is incredible, kudos to you David!!!
Hey David,
hoping to see you back soon =)
missing your content !!
YT is quite boring without that !!
Great job! Hope the studio construction is going well.
This is really good! I have been playing video games since the late 70’s and I remember how hard it is to program the home computers of the day. I had an Amstrad CPC464 and spent hours typing basic games.
Keep up the good work my friend ✊
It's my birthday today, and honestly, what a beautiful gift to get a new video from The 8-Bit Guy, specially so close to the last one!
Great as usual!
Happy Birthday mate!
The limitations of that system really gives you good boundaries to work with and develop ideas in peace. Modern systems have way too much to give and the problem comes down to where to draw the line nowadays. Too much options and possibilities that it's overhelming.
And the limitations are part of the fun :)
Exactly! That's why I love coding for older computers. Not only do you have boundaries but you can also figure out ways to exploit features that maybe nobody else has thought of, which is fun!
@@The8BitGuy *Agreed!* and as you mention its an awesome way to show off not only what the system is capable of doing/producing but what you can do to push it beyond its limits that no one never thought of as well to show off the extents on what they can do!
You could try some fantasy consoles like pico8 or tic80.. They're artificially limited "retro like" platform but with the comforts of todays computers
@@msx80 I have tried Pico before. Maybe I give it a try again. Never really understood the potential of it before.
Wow, looks pretty interesting! Well done!
You never cease to amaze me. Really impressive demo so far.
I'm glad you are continuing your adventures in development! I love PX3 and i will be buying this one as well. Great work!
This looks really great!
Whenever "It's kind of expensive" is said I am always like, "Dave have you looked at what functioning vintage anything costs these days?!?!? It's a bargain!"
A PET costs 2000 dollars mate.TODAY !
Apple ][c ?
cyuiyu wyguiyui I paid less than €100 for my CBM 4032 and my friend paid €1 for a CBM 8032. You can get it cheap through the proper user groups.
@@cyuiyuwyguiyui8540 Exactly. These newer products are cheap in comparison.
Back in the day I remember being impressed by how creative people were with ASCII art but this takes it to a whole new level. Awesome work!
This looks like a really cool game, David! Keep up the great work man! I have NO knowledge of old computers, but this looks like it will be so cool to play!
I do hope you will be back. I found an article criticizing some of your methods, but I sincerely hope that doesn't discourage you. I have very much enjoyed seeing your videos.
I'll never stop being amazed at how much stuff he gets done and how quickly. Also, I wonder if this is the new studio and he set it up to look like the old one.
When you first showed this off I said it looked like force seven (one of my childhood favorites). It FEELS like force seven seeing it in action. This is a massive compliment. Yes it's a different game, but it feels like it could have been made by the same company.
Really love the effort to make things run on all those old platforms. Makes me want to dig up the old VIC-20 and have a look at the old games. Even if there won't be enough ram for your game! Congratulation!
Very cool! I would love to see a way to take control of the robots somehow. A terminal perhaps? And use them against each other.
That should be the unlock when you beat the game
The programming looks great - simple and effective. I have not written any code for a Commodore machine, as I was mainly a CoCo programmer and wrote many programs for the CoCo - my first computer and inspiration to computer programming. I haven't written anything for a long time, but you have inspired me to find my CoCo and write some code. Thank you.
Thats truly impressive.
I wish You great sucess David!
Excellent! I love adventure games. I can't wait to see this, I really might need to get my hands on a copy.
Awesome!
Just a (very) small thought - sound:
As the non-PET versions are intended to be "flavors" of the base game rather than out and out "improvements" maybe that can be leveraged as a "feature" for the sound in all versions...
...write the best sound effects and music you can manage for the PET, it always amazes me what can be done with a computer that doesn't actually have any sound hardware! The other versions would use the exact same data, played the same way, with a little code to "emulate" the PET's beeper where a direct port won't work...
...yes the SID or TED would be virtually unused but as this game is all about "How awesome can I make a game on the PET?" ...and here's versions for people without PETs, that may add some charm.
If people really, really, moan then maybe a rudimentary tracker player from the main menu on the systems than can handle it to play one's own tunes might be fun,.
This is kinda the plan, although VIC-20 does not really have resources to emulate PET sound close enough, so it will sound different. You can check out what is going on the technical side of the sound code development here: tinyurl.com/y6d6c5n7
I would definetly change the FIRE and MOVEMENT keys, since most people nowdays use the WASD keys in games to move around
Yes, I can imagine this setup with wsad used for fire would crack my brain in half
Agreed
yep
Thought the same, makes sense to swap or use wasd move ijkl fire
He literally said in the video there will be custom key bindings
when I saw it was you, I knew already it would have been an awesome project, just like all of your works!
This just looks fantastic! Had no idea this isometric perspective could work so well.
This is actually pretty amazing. I bet this would've been a million selling game back in the day.
Maybe. The one factor I see is that retro graphics were not a good or desired thing in the 80s (graphics could make or break things back then) and this would come off as looking very primitive on a C64. That would massively hurt its appeal, in my opinion. The C64 would be the main driver of sales, due to their market share. If he used sprites in a graphic mode, though, I could see people going wild for it.
I love how you working the new game on Commodore PET. These Robots are so angry! (And what about the Vertical Sync?)
You're amazing! - Well done mate.
There are few things that make me happier than seeing new games and accessories for classic hardware. I'll definitely be following this!
I still think there's much hidden potential in the Sega Saturn that is not yet fulfilled, hopefully with the recent hacking of it there will be some homebrews coming around soon
This guy's really living the dream. Full time UA-camr who makes games for the old systems he grew up with.
Makes me wonder how he does his taxes. What does he have to tell the IRS that he does?
Self employed. Probably an LLC/SCorp. Videography? Computer Repair?
The Legend of Zelda: PET of the wild
Instead of compositing tiles and sprites into an offscreen buffer, why not composite the sprites as you draw the tiles? You could probably make this efficient by keeping track of a list of the start addresses of each span of visible sprite data (stored in ascending order), and every time you hit the next address in the list, draw the row of sprite instead of the next couple of tiles, and advance the “next sprite address” pointer.
I have actually considered a method similar to this. I'm still thinking about it. The trick is, as you guessed, not to take too much CPU time between tiles trying to figure out what to draw.
@@The8BitGuy Instead of having a 1000-byte character buffer, you could work everything on the tile buffer that has the size of the amount of tiles on screen, which I guess is 77 bytes. Prepare the 77 bytes with the map information, then overwrite it with "sprite" tile numbers based on their coordinates. Only then draw the screengraphics based on the tile buffer which will do everything in one go. This can be done as I'm seeing the "sprites" are always fixed to the tile boundaries, effectively making the sprites just tile variants. This is the way Ultima games work. However if your background tiles and sprite tiles together exceed 256 variants, then you may have to rethink the tile buffer.
@@zygocact5947 It was because of the environmental setup puzzles and also wanting to make a pun on the PET. Calm down.
@@The8BitGuy I thought I saw someone mention this in a comment yesterday but I can't find it today, so I'll bring it up again. I'm pretty sure the PET has a 60hz interrupt that fires when the machine enters the vertical blanking area. I'm curious if you're timing your screen updates to track that or just doing them asynchronously. It probably doesn't matter on most PETs because I think all models since the "Dynamic Board" have their video set up so it's fully synced with the 6502's duty cycle and non-conflicting, but I believe on the original models with very slow video RAM you can get "snow" if you update when the raster is in the active area.
@@zygocact5947 I am not saying that at all. Just that I was reminded of it.
There's more than one game that does the same thing. It's okay for people to like different things than you.
*This is just impressive. I ❤ the thought & effort put into this.*
Also btw very cool game. Amazing to see what a great programmer can do with retro hardware. Thank you for putting out the video and content, always fun to watch!