whisperer_in_darkness Posted June 4, 2017 Share Posted June 4, 2017 For some reason I'm having difficulties finding books which would show me a good way to draw a playfield / levels for a simple 2d game with Assembler. Many books describe how to write your own character set though. Is that the best way to do it? Can you recommend any books or articles? I would imagine this is something almost every game programmer has done. Strange that i can't find any examples. Quote Link to comment Share on other sites More sharing options...
Wrathchild Posted June 4, 2017 Share Posted June 4, 2017 The pinned development books thread might help as I'm sure this has been covered many times in the past. Personally, a combination of De Re Atari and the Compute!'s First and Second Book of Graphics were an OK grounding 2 Quote Link to comment Share on other sites More sharing options...
+therealbountybob Posted June 4, 2017 Share Posted June 4, 2017 Are you after a character set and level designer tool for certain graphics modes (which mode)? I've used Envision (the Atari version) for Ramp Rage but probably others can advise on this better. I've found Atari Graphics & Arcade Game Design a great book - http://www.atariarchives.org/ Quote Link to comment Share on other sites More sharing options...
whisperer_in_darkness Posted June 5, 2017 Author Share Posted June 5, 2017 Thanks for the tips! I think I'm going to try out some of the level design tools next. I'm not after anything specific. The problem I have with the old books is that there may be a chapter "this is how you create a custom character set" but I'd be more interested about "this is how I build levels with the custom character set". So I guess I'm more interested about the overall process and game design since that is still a bit vague to me, but maybe that's just me. 1 Quote Link to comment Share on other sites More sharing options...
Irgendwer Posted June 5, 2017 Share Posted June 5, 2017 (edited) If you are somewhat familiar with BASIC, study the code of BASIC games. The principle in assembler is very similar. Archives of type-in-listings makes the access very easy. E.g. examine page 3 & 4 of this listing: http://ataribasiclistings.mygamesonline.org/Computronic/Computronic-12-87.pdf ...and you get an idea how level data is applied... Edited June 6, 2017 by Irgendwer 1 Quote Link to comment Share on other sites More sharing options...
Wrathchild Posted June 5, 2017 Share Posted June 5, 2017 Similarly, if you do take a look at the Envision tool and the examples that come with it, it wasn't clear whether you are looking to develop something with static or scrolling screens which would have an impact on design. Another thing to try would be to examine games that are similar to what you want to try and achieve and study their inner workings via the debugger in Altirra, typically starting with the ".dumpdlist" command and looking at the DLI routine(s) pointed to by address $200. Quote Link to comment Share on other sites More sharing options...
whisperer_in_darkness Posted June 6, 2017 Author Share Posted June 6, 2017 (edited) Good tips again. I'll look into it, Thanks! Edited June 6, 2017 by whisperer_in_darkness 1 Quote Link to comment Share on other sites More sharing options...
peteym5 Posted June 6, 2017 Share Posted June 6, 2017 (edited) What I did was create my own mini programming codes for drawing levels, screens, etc. like SET (character), CHR(character), HLN (horizontal line), VLN (vertical line), BLK (block). It will be in a format like dta HLN,5,5,10, which draws the a line of 10 characters at screen position 5,5. It is known as procedural screen drawing. Have a ENS for End Screen Draw. I am able to draw hundreds of screens in very little memory space with this programming. Get_Screen_Positions ldy Read_Pointer lda (Read_NDX),Y sta Screen_X iny lda (Read_NDX),Y tax iny STY Read_Pointer LDA Screen_X CLC ADC :MULT48LO,X STA SCRPOS + 0 LDA :MULT48HI,X ADC #$00 STA SCRPOS + 1 RTS Get_Rectangle_Dimensions clc sta temp and #$0F adc #$01 sta Rec_Width lda Temp lsr @ lsr @ lsr @ lsr @ clc adc #$01 sta Rec_Height rts Draw_Horizontal_Line LDA Draw_Character Horizontal_Line_Loop DEY STA (SCRPOS), Y BNE Horizontal_Line_Loop RTS Edited June 6, 2017 by peteym5 2 Quote Link to comment Share on other sites More sharing options...
snicklin Posted June 6, 2017 Share Posted June 6, 2017 Spindizzy used the procedural method for drawing its screens, hence why there were over 300 over the screens. Quote Link to comment Share on other sites More sharing options...
vitoco Posted June 6, 2017 Share Posted June 6, 2017 I did the same in my BASIC tenliner ORUGA. It uses a FOR-NEXT loop to draw 8 walls, 4 of them are fixed for every level and 4 that appears in some levels according to a "magic formula": they act like bits: 4 bits have 16 combinations ---> 16 different levels. Quote Link to comment Share on other sites More sharing options...
whisperer_in_darkness Posted June 9, 2017 Author Share Posted June 9, 2017 Yes, procedural levels would make sense. It's funny...as a kid I used to think I would be the best ever level designer. Later I have come to conclusion I'm actually pretty horrible level designer. Actually fun levels are not something I can produce with ease. Quote Link to comment Share on other sites More sharing options...
+therealbountybob Posted June 9, 2017 Share Posted June 9, 2017 What sort of game are you working on or thinking about w_i_d - a platformer? Take Mr.Robot - It's funny that sometimes other people find unusual ways of arranging things or using "features" of the elements to produce some really different levels - a recent HSC round played a couple of our home brew sets. Quote Link to comment Share on other sites More sharing options...
whisperer_in_darkness Posted June 10, 2017 Author Share Posted June 10, 2017 I think I'll try to make a simple top down "collect things, evade monsters" type of game to get started. I was also thinking about platformer, but there have been so many so good platformers that I think it would be difficult to make one that isn't horrible. 1 Quote Link to comment Share on other sites More sharing options...
Avram Posted June 15, 2017 Share Posted June 15, 2017 Look at modern game design books. Or level design articles at gamasutra.com. Or videos on the GDC vault: http://www.gdcvault.com/play/1023282/Empowering-the-Player-Level-Design 1 Quote Link to comment Share on other sites More sharing options...
+therealbountybob Posted June 17, 2017 Share Posted June 17, 2017 I think I'll try to make a simple top down "collect things, evade monsters" type of game to get started. I was also thinking about platformer, but there have been so many so good platformers that I think it would be difficult to make one that isn't horrible. Sounds a good idea, these games are usually fun. If you get even a working demo you could enter it into the abbuc software contest 1 Quote Link to comment Share on other sites More sharing options...
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