"NOT Poo Position" Commodore 64 BASIC V2 Pole Position style racing game WIP 1(CPC BASIC side conv)
I have done all the speed tests I need to do and it runs about 5-10 times the speed of the Amstrad CPC Locomotive BASIC racing game I am copying so no problem there. So now it's time to try and get some test graphics in there to write an alpha release of the game. Since recording this I have made these mock up graphics look a little bit less shitty to use with the game. Right now I am in the process of sticking it into string variables before working on the 7 position road curving animation and also writing some code for shifting the mountains 40 chars to the left or right because these mountains will scroll left right etc as the road curves and you are turning. 3 or 4 sprites for all the F1 cars (which will be converted from McLaren and Ferrari F1 cars on the car selection screen of Accolade's Grand Prix Circuit as they look great if I can't find the ones I did yonks ago on a very old laptop from a decade ago) so I have 4 or 5 sprites for parallax clouds (probably rip-off the gorgeous clouds of either Amiga Shadow of the Beast or Defender of the Crown/Rocket Ranger). Graphics donkey work is getting in the way. Next step once some graphics are in and car sprites are done is going to be a rough and ready joystick controlled game with up to 2 or 3 cars to avoid. I will have 3 paths for the vertical position of the other cars for when the road is turning left, right or going straight ahead. My goal is more than the 2fps of the Amstrad CPC BASIC racing game this is based on that fanboys keep fapping over and refuse to accept 16kb screen of CPC was a complete F**K UP BUT with more cars(3), single pixel movement smoothness not LCD Game & Watch style for car movements and parallax scrolling clouds above scrolling mountains and smooth movement/scaling of other cars in 3 or 4 sizes as they come down the screen (AKA get closer to you). It should be better than F**KING C64 Chase HQ anyway. The game is 100% designed up to beta level in my head, there is no coding challenge just massive amounts of donkey working and looking for not shit tools to help with the graphics/data statements for multicolor sprites. LAST will be changing the background graphics but at that stage you might as well compile it with PETSPEED compiler and call it a 2025 Homebrew C64 game and tack on one of my Atari ST quality pictures as a loading screen to go with the rubbishy game like 99% of C64 homebrew is today lol maybe even the awesome Pink Panther SID cover that runs off a single SYS command on the title page but not sure that will compile or even if a two part loader can be used to save RAM with compiled code. But it's going to be "NOT Poo" at all compared to the 2fps Amstrad CPC BASIC game anyway, so who cares how 'friendly' the BASIC is, unless you are too dumb to code on ANY BASIC then C64 BASIC is always better for games than the rival machines, you just need to man up and get on with it and stop moaning about horseshit like 2 char limit for variable names etc or lack of 'draw' or 'plot' commands like a baby :)
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