Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Inutilis Software

19
Posts
1
Topics
98
Followers
12
Following
A member registered Jul 14, 2019 · View creator page →

Creator of

Recent community posts

(1 edit)

an english translation was done, but then we got a child and I didn‘t find the time to create the update. It‘s not forgotten though, eventually it will come…

Thanks! :)

Thanks :) But unfortunately I don’t have time to work on personal software projects anymore (maybe in a few years again). So my motivation for paying 100 per year to Apple is low (donations were not enough to pay for it).

By the way, the app is open source, you could compile and install it on your own.

Sorry, I didn‘t pay Apple, so currently it‘s not available anywhere. Not sure yet when/if I want to pay again…

Sorry, currently it’s not available on the App Store. It needs iOS 12 or newer. If you downloaded it previously, you can install it again using the same Apple account.

it only exists in the iOS app. On Windows/Mac you use an external text editor and save  the programs in any folder.

I'm happy that you like it :)

1.) I wrote about Android here: https://lowresnx.inutilis.com/topic.php?id=476. For Linux you can compile it from the source code.

2.) To fit a nice source code editor in 160x128 pixels is not easy. Also the default font is for technical reasons 8x8, so there is not much space on screen for text (if I use the standard gfx system). To create a good editor is also quite a lot of work.

3.) I thought about it! Especially because you can do almost everything using PEEK and POKE, it would be a good fit for Assembly. But here are my reasons against it:

- It would NOT be faster than BASIC, because LowRes NX has a virtual limit of CPU cycles and the BASIC commands are already counted without any interpretation overhead. So BASIC in LowRes NX is as fast as Assembly would be.

- It would require a lot of new documentation. I would probably create a custom, simplified Assembly, to be consistent with the rest of the system. But then I would need to write documentation.

- I don't think we would get new users because of Assembly. Maybe a few, but it's probably not worth the effort.

And finally: I stopped developing new features for LowRes NX, I will just maintain it. Here are some more details about it: https://lowresnx.inutilis.com/topic.php?id=1782

Anyway, I'm always happy to hear that people still enjoy it :)

Hi. Sorry, at the moment the iOS app is not available anywhere, because I didn't pay Apple. I will do it eventually. You can still check the Win or Mac versions.

Sorry, I don't have time for it, as I'm busy with other projects. It would require some work to make it in a really useful way.

Not for making games. But there is a web version of the player, if you want to publish your game online (e.g. on itch)

you have to use a normal text editor. It’s not built into the app (except for iOS)

Cool, really looks like a port from different hardware :)

Cool, hope to see your work in the forum soon :)

https://lowresnx.inutilis.com/programs.php

Hi. I'm not planning exporters, but I have a simple HTML template, which you can use: embed.zip

 I like to keep LowRes NX as an own platform, not as a tool to create games for other platforms. The user should know about the existence of LowRes NX and about its limitations.

The Game Gear could only show 32 colors at once, picked from 4096 (12-bit RGB). I guess in PV8 you can pick from 16 million colors...

It's open source, you can just remove the MUSIC command ;)

How does rating work now? I don't see anything...

Not directly, it's quite low-level. Please check the documentation chapters "Memory Access" (COPY command) and "Hardware Reference" (about character data).

The call will look somehow like this, but you'll have to adjust the parameters: 

COPY ROM(3),$400 TO $8000

Hi. LowRes NX has a limited video RAM for 256 characters. This is what you can show on screen at the same time. BUT: You can store several character sets in one cartridge/program and copy them dynamically to VRAM. So different scenes in a game can use different character sets. You can even combine them, e.g. 128 fix characters for the whole game and 128 for the current level.