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Back2the8bit

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A member registered Jan 10, 2021 · View creator page →

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Playing games like Fallout in these times of war is something like to train yourself in order to survive in a post-nuke era. 

Let's hope not, and let's hope that we can just enjoy the games and this nuka-wow calendar I have made for your Commodore 64s.

Every month of the 2025 will be under some picture taken from the lore and converted for Commodore 64 VIC chip.

Get it from https://back2the8bit.itch.io/fallout-c64

Hi, thank you for joining the game jam, and Amstrad locomotive basic is something we don't see often, so double-welcome!

About your question, feel free to act as you prefer, it's fine to publish also in your own page!

Happy coding!

Wow, that's a huge work, compliments! and many thanks for adding my Mega Run!

many thanks

I can 't edit in this moment, you can get it here


https://csdb.dk/release/download.php?id=302271

I am very happy you had fun with it, that's what I make games for!

Thank you!

You are perfectly right, thank you!

Thanks :-)

Mega Run

You are a mega-well-known android whose megablaster weapon has been stoled by some evil creatures, the Malfunconing Eccentric Tinkerbots (M.E.T. from now) .

In this game you have to run across 3 levels in order to rescue your weapon.

To accomplish that objecve you have to overcome the 3 levels twice. Will you be able to arrive to the end with some energy left?

You can choose to play in “normal” difficulty level or Hard. In Hard mode you have some limitations, making the game more difficult

https://back2the8bit.itch.io/mega-run

Glad u like it!

many thanks, mate

thank you. Some features from the original game are still missing,  maybe I will make them  in the future, or someone else could complete it, the source is open :-)

Wow, that's a huge design idea to make things easy, from Atari side! In the c64, apart from what you said, there is also the issue that charset is read only, you have to physically move it in some other ram place, byte per byte, then you can edit the chars you want and  you have to tell the Vic that charset is  there... It's something we do in ASM because it requires a lot of time in basic, besides the space taken by instructions, that make it not so sustainable for a pur80. Anyway, thanks for these informations, I don't know the Atari world, it's been nice to learn something new. Have a good challenge, see you in these pages :-)

Probably there's a little misunderstood, when I read "custom charset" I thought you were talking about replacing stock chars with new designed ones, and this is a slow and space consuming operation in basic on c64. You were talking, instead,about putting stock chars in a variable, and this is normal also for C64. 

So kudos for the Aladdin pixel art made with stock chars,it's resembling a lot the original one.

Wow, Sorry for the question, but coming from c64 , where you have to struggle a lot to change the charset, it didn't seem a possible thing! I confirm my compliments and wish you a good challenge.

Nice game, but the custom charset is allowed? it's not defined into the listing, as what I see

many tks!

many tks!

Many thanks, said from a C64 veteran is a honour!

You are welcome, and thanks for the feedback

:-)

it's into the .d64 file, there is a file called "bonus track", open it with your emulator like you did for the petscii movie

Right, better to update the description, thanks 

:-)

many thanks!

(1 edit)

many thanks, much appreciated!

Here you are, the rankings for the C= Logo Code Jam!

First of all, let us tell that all works were noticeable, and some of them very original, both in basic and not basic categories.

Secondly, the title of the jam was a bit ambigous, making some people thinking that it was about the "Logo" language, but that was not a bad thing, since Logo is a not so well known language, and this has been an occasion to watch something new also for us!

But now let's come to the topic of this post, here the rankings, that include both codes posted on itch.io, both codes we have received by email. The non-itch.io entries will be posted in a itch.io collection asap.

Basic Category

TitleAuthorVote (1-5)
CLOGOGiuseppe Ettore Pintus3,34375
Keeping upTiger1x3,3125
ComLogoMassimo Bonucchi3,21875
C=LogoJosipretroBits2,90625


Non-Basic Category

TitleAuthorVote (1-5)
Commodore.prgMarco HDG RetroBits4,296875
CLOGO STARSFUZZYBAD2,859375
LogoJamInLogo (Daisy)SolarBreeze2,734375
LogoJam (in Waterloo language)SolarBreeze 2,453125
c64prologlogoSolarBreeze1,90625


Out of contest: C=razy Pong  by Back to the 8 bit

Many compliments to the winners, we will contact them asap with the promised

ah, ok, sorry, I was thinking at "spin" as tennis hit with a cutting movement!!

I thought about it, it could be a feature, but I fear that when the big logo animation occurs it could slow down too much the inline sprite rewriting... besides, a user told me that in a real machine the big logo slows already the game, that doesn't occur in Vice... I have to test. 

Thank you for the comment and for the testing

(2 edits)

Sorry I modified my comment because misunderstood yours.

The spin (a sort of) is implemented, if you hit the ball while moving there is a random dx/dy difference.

Try also to keep pressed spacebar while the ball is stuck in the center big logo.

thanks for the comment

Sorry but I had to disqualify this submission for the C64 logo code.

It's not about c64 logo

It's not for a retro machine

It can help someone, expecially for the part where I redefine the char "@" with the C= logo.

This is the code to paint the big C= with a rain of little C=, as in the gif that serves as logo for this code jam. After the picture there are all the coordinates.


Here you can find the listable .prg file (open it with Vice and press runstop to watch the code), and the .bas listing that you can import into CbmPrg Studio.

https://drive.google.com/drive/folders/1EByZk34burua2QJ0c8Yykjaky9xBS4HE?usp=sha...

Happy coding!

yep, I added only some notes of jingle bells in the opening. I wanted to inject raster code playing a sid into the compiled basic code, but probably I could do earlier re-making the game from scratch in asm, lol

Thank you for appreciation and sharing!

did it happen to you? because packages should not be allowed to drop in the edges, according to the formula that drives their x starting position: 

px(tt)=2+int(rnd(.)*37)

(so x<=38 and x>=2)

Thanks, I'm going to add other objects falling and perhaps some music if I manage to inject Sid and raster irq to the binary (it's basic compiled this time, I made it in a couple of hours, no time to make an ASM code).

Let's see...

I had tested it  successfully with Vice (that I recommend in instructions) and with ccs64, also with  my TheVIc20 and with my real c64 machine, never tried with hoxs64 though. Just downloaded it and opened the prg, worked very well. Version v1.1.1.2. 

Just had to manage what keyboard keys are mapped with joystick #2, but after that it was all ok.

You didn't specify what kind of problem you had, be more specific and I can help you.


"Hey listen! "

Here you are my brand new 2023 calendar for your beloved Commodore 64, with pics from The Legend of Zelda and a funny "Hey listen" spoken at the opening! 

The bundle contains also a A4 pdf ready to be printed and cutted, for your naked nerd walls! Don't exitate and download it from https://back2the8bit.itch.io/zelda-the-legend-of-2023-calendar

Many thanks !

many thanks, mate, I hope to add some features in a future and to improve it a bit, but too many projects in mind!