No SEUCK Compo in 2022
First of all, unlike previous years I did not launch the traditional Official C64 SEUCK Competition, this is because I decided to retire as host from the competition. A new organizer was found, and there was going to be one at the fall of 2022 but due to busy schedules and other reasons, the competition has been postponed to 2023. Merman is a good C64 enthusiast and a writer for Scene World and also runs the SEUCK Vault. He has been appointed as future host for the SEUCK Game development competition. When that will be we don't know, but if anything does happen then I'll post news about it on my TND web site.
SEUCK Enhancements
Looking back in 2022, I started the new year with a utility called the “SEUCK Title Screen Maker”. It was a fun utility that allowed you to create brand new title screens for standalone games that were constructed with the Shoot Em Up Construction Kit. Those who were bored with the old front ends were able to construct a game with an animated title screen full of colour, optional hi score table and also plenty of music. No code was needed to make a new front end, just access to a freezer cartridge like the Action Replay MK VI cartridge or VICE.
The easy part was developing the utility. The hardest part was writing the manual. I am usually not good at explaining things technical, etc. There was good feedback and improvement suggestions about the production, some of which got implemented (Multi tunes). I was really pleased with how the SEUCK Title Screen Maker turned out. A few people have actually used it. I know Vox Video Game used it for Diamond, and Mac of TUGCS used it to make his SEUCK creation, The SEUCK Camp.
The other SEUCK enhancement I did was a special tutorial of SEUCK School. A tutorial where you could make a new score panel for your SEUCK game, using 8 sprites in Rayfish. This was to be split into two parts, but unfortunately part 2 had to be postponed due to raster time issues and needing more investigation. Perhaps in the new year this will be solved.
That said, regarding enhancements. There was one unreleased game which was made for the delayed Reset 64, which I enhanced with a new front end and music. All will be revealed in issue 15 of Reset when it comes out.
... Now what about the games I have developed throughout 2022? Well, let's check them out!
Lane Crazy
The very first C64 game creation I wrote in 2022 (although I started it Christmas 2021) was a really fun creation. It is quite a memorable production. I know I had loads fun coding it in C64Studio, and for the game to appear on the Zzap! 64 Micro Action covermount was a real bonus.
I teamed up with Blazon and Friends to develop a really fun hi score survival challenge called Lane Crazy. The concept was quite original and turned out well amongst the crowd. You had four balls rolling down a vertical scrolling lane while holes appeared at random. You had to use either a joystick or keyboard to shift the balls left or right. If one ball fell through the hole, the game was over. There were 8 levels in which the player had to survive, where after two levels the game got much faster.
While developing this game, I was using some of the usual graphics tools, such as Charpad V2.7.6 free and Spritepad V2.0 BETA. Usually my graphics looked really rushed out. However the result of making the in game graphics turned out nice and smooth. There were separate void tiles specially made for each level. When I was programming the game, I made the code copy charsets that formed the void and placed it into the actual charset that formed the scrolling void. The rest of the scroll was a wrap-around scroll, apart from the holes that appeared on screen at random. The concept really worked. The hardest part was to get the smooth scroller working on NTSC, but at the end I managed it.
When I was composing music for this game, I decided to go oldschool and use DMC V4.0 on my Ultimate 64. The music for the game blended in quite nicely.
Lane Crazy was really great fun, and it was nice of Firelord, Logiker and Baracuda to have teamed up to help me bring out a quality production, which saw the light of day. A huge thank you to you all for helping me out with such a successful project. Maybe we can do another new game in the future.
Tasered in the Crotch
The next game (Ironically) I wrote was a little joke game. It was called Tasered in the Crotch. Despite the silly name, and it being inspired by Commodore Format Archive’s Twitter poll (Dick Tracey, Cisco Heat, Tasered in the Crotch). The majority of people voted to be Tasered in the Crotch. This gave me a funny idea for a game coded in C64Studio. It was a fun little shooting gallery style game.
You had police officers lined up on a high balcony (or maybe a scissor lift). They are armed with their new state of the art tasers. Your task was to command each officer to fire a taser at the bank robbers that were walking/running past. Some were armed with smoke bombs, and you had to defend your officers from being hit by a bomb. Also, you had to watch out for innocent civilians who were passing A bomb or tasering civilians resulted in a loss of a life. If the number of criminals escaped exceeded the quota set for each level, the game was lost.
The game design was yet again made in Charpad and Sprite Pad (Same version as before). I wanted to make a few different landscapes, but with the limited number of characters, I had to improvise. After importing into the game project in C64Studio. The code was in place, and the result looked really good.
It was great fun making this game, and the music (made in Goat Tracker V2.76), which was featured on the title screen sort of had an Ocean Loader inspired tune to it just after the introduction might sound quite familiar.
A game which was intended to be a joke turned out to be something much more playable and successful, compared to Dick Tracey and Cisco Heat - It also appeared on the Zzap! 64 Micro Action covermount and was quite popular amongst one particular video reviewer :)
Little Nippers and Little Nippers DX
Reset had launched a 4K game development competition. I wrote a fun little single button game in which later on become a full game production. Little Nippers was the game. It was a fun co-op production which I made in C64Studio. This was a single screen game, where naughty kids were running across the beach. There were buckets lined up and it was up to you to fire a crab out of the buckets in sequence, by using either the spacebar key or the fire button. The crabs then moved in a straight line and if you nipped a pesky kid, points would have been scored according to distance from the sea. If the crab entered the deep end of the water, it gets lost.
Although Little Nippers started as a 2022 4K game competition entry. However, with summer on its way, and the competition submission deadline had finished. I decided to team up with Hugues Poisseroux to make a full version specially for Zzap! Micro Action’s 9th covermount, before taking a break from it and focussing on finishing off one of my main game projects.
The new version of Little Nippers gave the player five different beach/seaside locations. Before you were able to complete each location, you had to complete eight levels. There were 40 levels in total. Also there was a fun incentive which was added to the game. You had a time limit to launch your crabs out of the buckets before they have enough and jump out. There was also an incentive where you could fling a jellyfish for more points. Little Nippers DX was a good highlight and it really turned out to be a fun and pretty much addictive game creation.
The very first C64 game creation I wrote in 2022 (although I started it Christmas 2021) was a really fun creation. It is quite a memorable production. I know I had loads fun coding it in C64Studio, and for the game to appear on the Zzap! 64 Micro Action covermount was a real bonus.
I teamed up with Blazon and Friends to develop a really fun hi score survival challenge called Lane Crazy. The concept was quite original and turned out well amongst the crowd. You had four balls rolling down a vertical scrolling lane while holes appeared at random. You had to use either a joystick or keyboard to shift the balls left or right. If one ball fell through the hole, the game was over. There were 8 levels in which the player had to survive, where after two levels the game got much faster.
While developing this game, I was using some of the usual graphics tools, such as Charpad V2.7.6 free and Spritepad V2.0 BETA. Usually my graphics looked really rushed out. However the result of making the in game graphics turned out nice and smooth. There were separate void tiles specially made for each level. When I was programming the game, I made the code copy charsets that formed the void and placed it into the actual charset that formed the scrolling void. The rest of the scroll was a wrap-around scroll, apart from the holes that appeared on screen at random. The concept really worked. The hardest part was to get the smooth scroller working on NTSC, but at the end I managed it.
When I was composing music for this game, I decided to go oldschool and use DMC V4.0 on my Ultimate 64. The music for the game blended in quite nicely.
Lane Crazy was really great fun, and it was nice of Firelord, Logiker and Baracuda to have teamed up to help me bring out a quality production, which saw the light of day. A huge thank you to you all for helping me out with such a successful project. Maybe we can do another new game in the future.
Tasered in the Crotch
The next game (Ironically) I wrote was a little joke game. It was called Tasered in the Crotch. Despite the silly name, and it being inspired by Commodore Format Archive’s Twitter poll (Dick Tracey, Cisco Heat, Tasered in the Crotch). The majority of people voted to be Tasered in the Crotch. This gave me a funny idea for a game coded in C64Studio. It was a fun little shooting gallery style game.
You had police officers lined up on a high balcony (or maybe a scissor lift). They are armed with their new state of the art tasers. Your task was to command each officer to fire a taser at the bank robbers that were walking/running past. Some were armed with smoke bombs, and you had to defend your officers from being hit by a bomb. Also, you had to watch out for innocent civilians who were passing A bomb or tasering civilians resulted in a loss of a life. If the number of criminals escaped exceeded the quota set for each level, the game was lost.
The game design was yet again made in Charpad and Sprite Pad (Same version as before). I wanted to make a few different landscapes, but with the limited number of characters, I had to improvise. After importing into the game project in C64Studio. The code was in place, and the result looked really good.
It was great fun making this game, and the music (made in Goat Tracker V2.76), which was featured on the title screen sort of had an Ocean Loader inspired tune to it just after the introduction might sound quite familiar.
A game which was intended to be a joke turned out to be something much more playable and successful, compared to Dick Tracey and Cisco Heat - It also appeared on the Zzap! 64 Micro Action covermount and was quite popular amongst one particular video reviewer :)
Little Nippers and Little Nippers DX
Reset had launched a 4K game development competition. I wrote a fun little single button game in which later on become a full game production. Little Nippers was the game. It was a fun co-op production which I made in C64Studio. This was a single screen game, where naughty kids were running across the beach. There were buckets lined up and it was up to you to fire a crab out of the buckets in sequence, by using either the spacebar key or the fire button. The crabs then moved in a straight line and if you nipped a pesky kid, points would have been scored according to distance from the sea. If the crab entered the deep end of the water, it gets lost.
Although Little Nippers started as a 2022 4K game competition entry. However, with summer on its way, and the competition submission deadline had finished. I decided to team up with Hugues Poisseroux to make a full version specially for Zzap! Micro Action’s 9th covermount, before taking a break from it and focussing on finishing off one of my main game projects.
The new version of Little Nippers gave the player five different beach/seaside locations. Before you were able to complete each location, you had to complete eight levels. There were 40 levels in total. Also there was a fun incentive which was added to the game. You had a time limit to launch your crabs out of the buckets before they have enough and jump out. There was also an incentive where you could fling a jellyfish for more points. Little Nippers DX was a good highlight and it really turned out to be a fun and pretty much addictive game creation.
Hugues' loading bitmap really highlights how fun the game was to be, It highlights some of the elements that were featured in the game. A snappy crab, a jellyfish and also a bikini (or two). All of which blended into the all new version of TapeTool turbo loader.
TheC64 Coding Challenge - Poing Ultra
I joined the group, Retro Programmers Inside. It was a group of retro computing enthusiasts, who were learning to program games and other fun stuff. The group was run by Prince/Phaze101, and Retro Programmers Inside. They did weekly video casts which mainly involved coding tutorials and also run game jams. The challenge I participated in was the PONG challenge. The game was called Poing Ultra.
My challenge was to make a new retro game, which suited the PONG challenge. It was to mark 50 years of the classic arcade bat and ball game, PONG. I thought it would be fun to make my very own game using RGL’s theC64 full size computer. The game was constructed using various Public Domain utilities I owned back in the 1990s and also the previously commercial Multi-Screen Construction Kit, and Action Replay cartridge MKVI (plugin). Music was made in DMC V4.0, The music was mainly techno, trance style and it worked out pretty well in the music editor. The programming was done bare bones in Turbo Assembler / Turbo Macro Pro most of the time.
There were a few pitfalls I encountered while developing this game. Although the main game was fully complete and working well in the assembler. I should have programmed the title screen as a separate file. Instead, I used the same assembly file and run out of memory. It wasn’t a complete failure developing this game. I ported the code to 64TASS and finished off the production using the cross-development tool. The game graphics were then drawn in Face's FacePainter, and the result turned out quite nicely in the overall productions. Mastering was finished with Martin Piper's TapeTool V1.0.0.7
The game got submitted to Prince/Phaze101, who then later broadcasted the game live on his Twitch channel along with some other entries. He was very impressed with the game overall, especially the graphics and presentation. While I was watching the broadcast, I was very pleased with the overall result.
Slug VS Lettuce
I developed a new little game, as part of the Scene World feature “Let’s Make a C64 Game”. This time it was a 10 minutes survival challenge called Slug vs Lettuce. It was a little game in which was to teach the basics of making a single screen platform game using KickAssembler. You played a slug that has to jump from platform to platform, gobbling up the lettuce. The slug had to avoid getting washed out by the falling salt droplets.
The game graphics were designed using the usual cross-development platform tools. The music was made in Goat Tracker. The rest of the project was being made in VS Code, and KickAssembler via plugins. Although I liked KickAssembler, the one thing I least liked, during the development of this project were the nuisances that VS Code developed. Popup-tooltip, etc. Of course compiling the code was easy enough, a basic push of F6 on the compile target file, and then F5 to run it, but there were no possibilities of crunching it with Exomizer (or the brand new TS Crunch). Instead I had to just make a batch script file and execute that.
This game did not turn out too bad, and it was really fun to make in Kick Assembler. However, the hardest part was to get the jump and charset collision mechanics accurate. The good thing about it though, was that the game worked out really well.
My biggest C64 project - Cruiser-X 79 – finally finished and released
The majority of 2022 was spent on my main game project, Cruiser-X 79. I had waited too long for additional graphics and level maps. Unfortunately, I received nothing due to many busy periods which Saul had to go through. – That was until I thought about an alternative plan. I did promise to get Cruiser-X 79 finished in 2022 and I really wanted to do that. However, I wanted to try and make the job easier for Saul. So, I created some rough game graphics (which you saw in previous blog entries) and maps. Then I sent them over to Saul to improve.
TheC64 Coding Challenge - Poing Ultra
I joined the group, Retro Programmers Inside. It was a group of retro computing enthusiasts, who were learning to program games and other fun stuff. The group was run by Prince/Phaze101, and Retro Programmers Inside. They did weekly video casts which mainly involved coding tutorials and also run game jams. The challenge I participated in was the PONG challenge. The game was called Poing Ultra.
My challenge was to make a new retro game, which suited the PONG challenge. It was to mark 50 years of the classic arcade bat and ball game, PONG. I thought it would be fun to make my very own game using RGL’s theC64 full size computer. The game was constructed using various Public Domain utilities I owned back in the 1990s and also the previously commercial Multi-Screen Construction Kit, and Action Replay cartridge MKVI (plugin). Music was made in DMC V4.0, The music was mainly techno, trance style and it worked out pretty well in the music editor. The programming was done bare bones in Turbo Assembler / Turbo Macro Pro most of the time.
There were a few pitfalls I encountered while developing this game. Although the main game was fully complete and working well in the assembler. I should have programmed the title screen as a separate file. Instead, I used the same assembly file and run out of memory. It wasn’t a complete failure developing this game. I ported the code to 64TASS and finished off the production using the cross-development tool. The game graphics were then drawn in Face's FacePainter, and the result turned out quite nicely in the overall productions. Mastering was finished with Martin Piper's TapeTool V1.0.0.7
The game got submitted to Prince/Phaze101, who then later broadcasted the game live on his Twitch channel along with some other entries. He was very impressed with the game overall, especially the graphics and presentation. While I was watching the broadcast, I was very pleased with the overall result.
Slug VS Lettuce
I developed a new little game, as part of the Scene World feature “Let’s Make a C64 Game”. This time it was a 10 minutes survival challenge called Slug vs Lettuce. It was a little game in which was to teach the basics of making a single screen platform game using KickAssembler. You played a slug that has to jump from platform to platform, gobbling up the lettuce. The slug had to avoid getting washed out by the falling salt droplets.
The game graphics were designed using the usual cross-development platform tools. The music was made in Goat Tracker. The rest of the project was being made in VS Code, and KickAssembler via plugins. Although I liked KickAssembler, the one thing I least liked, during the development of this project were the nuisances that VS Code developed. Popup-tooltip, etc. Of course compiling the code was easy enough, a basic push of F6 on the compile target file, and then F5 to run it, but there were no possibilities of crunching it with Exomizer (or the brand new TS Crunch). Instead I had to just make a batch script file and execute that.
This game did not turn out too bad, and it was really fun to make in Kick Assembler. However, the hardest part was to get the jump and charset collision mechanics accurate. The good thing about it though, was that the game worked out really well.
My biggest C64 project - Cruiser-X 79 – finally finished and released
The majority of 2022 was spent on my main game project, Cruiser-X 79. I had waited too long for additional graphics and level maps. Unfortunately, I received nothing due to many busy periods which Saul had to go through. – That was until I thought about an alternative plan. I did promise to get Cruiser-X 79 finished in 2022 and I really wanted to do that. However, I wanted to try and make the job easier for Saul. So, I created some rough game graphics (which you saw in previous blog entries) and maps. Then I sent them over to Saul to improve.
I also worked exceptionally hard on making level music in GoatTracker Ultra V1.2 and getting everything to work. Also, I was working to a deadline to get this game ready in time for the Christmas issue of Zzap! 64 Micro Action (Issue 11) and its covermount.
I did come across one major pitfall in getting the mighty big shoot ‘em up finished. That was handling the Covertbitops loader system and Exomizer level unpacking system. It took me quite a lot of attempts to finally get each level to unpack and run on the disk version of the game, and I managed it.
I did come across one major pitfall in getting the mighty big shoot ‘em up finished. That was handling the Covertbitops loader system and Exomizer level unpacking system. It took me quite a lot of attempts to finally get each level to unpack and run on the disk version of the game, and I managed it.
I also wanted to do a multi-load tape version of the game. Martin Piper’s TapeTool was one option, but I chose Paul Hugues' Freeload at the end because it used less zero pages. Also, it did not affect the game code either. The overall result for both digital disk and tape version of Cruiser-X 79 turned out excellent. It felt like a full price commercial quality game production as you would have expected back in the late 1980s or early 1990s. It was also the very first time I ever made a huge multiload production - especially on tape as well as disk. I am really pleased with how Cruiser-X 79 turned out. The feedback was also good.
Snake VS Bomb
Now coming to the end of this year, I decided to end C64 development for 2022 with a bang. There was a competition that was run on CSDB called the “Snake Fun Compo”. The idea of the competition was to create and develop a demo, game or whatever was related to snake. Considering there have been many Snake clones launched (I specially did one as a theC64 challenge back in 2020 called the Forever Extending Hungry Snake). I wanted to make something completely different.
Hugues and I joined forces again to bring out a quality game production for the competition called Snake vs Bomb. Developed in CBMPRGStudio V4.0 with KickAssembler (and with less nuisances compared to VS Code), Snake vs Bomb was a vertical scrolling dodge and collect hi score challenge.
You played a snake that was slithering through a tunnel. Fruit and bombs appeared at random inside the tunnel. The snake had to eat the fruit but avoid the bombs – otherwise the game ends. As the game progressed, the speed of the game scroll increased levelling up in difficulty. The result turned out really nice, and no matter how simple the game was, it turned out great. The graphics and the loading screen artwork really polished the game. It was also my very last game for 2022.
… and that rounds up my productions I made in 2022. 2023 will be a tougher year, but I insist that new games will be made by me. There should be another theC64 programming challenge sometime (Where I make a production fully on RGL’s theC64), my SEUCK enhancements/tutorials and my editorial task of building Scene World will continue. Also, I aim to return to Unity and convert one of my year 2022 C64 games to the platform. Before I do that, I some books to go through. I look forward to seeing what can be achieved in 2023. Also 2022 is the year I finally realize how proud I am about myself, and my creativity - and may it continue throughout 2023.
If you would like to check out my releases (as mentioned in this lengthy blog) you can find these at:
https://richard-tnd.itch.io
I would like to wish you all a Merry Christmas and a Happy New Year
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