Ragooman

my corner of cyberspace =Dan Roganti

Archive for the ‘programming’ Category

SpaceCommand – Multi-Screen feature added —

This is a new update [best viewed in 1080p] Hello, I promised some of you that I would give an update about this network game. The player screens are small cause the screenshot video extends over 2 monitors. I’ll have to make another video nex time with my tablet so I can zoom in closer. […]

SpaceCommand – new updates coming soon —

Just wanted to say that new updates are coming soon I’ve been really busy the past year working on this new game The game is about 90% complete. The network code was the biggest chunk of work, with some big bumps along the way It’s now running smoothly, with a more compact UDP communication scheme, eg. […]

Space Command update —

It’s been too long since  writing an update on Space Command. But I’m getting closer. I have all of the networking issues straightened out except for one. There is some game code which needs to get finished still. I’m converting the Server network code to use Broadcast packets. Because this is using a C64 with […]

SpaceCommand – Screenshot with Sprites– C64 Multiplayer Network Gaming, cont’d… —

This is a screenshot with the player’s game screen updated with the various sprites. And also on the screen, it shows the updated status information at the bottom. This has 8 sprites being used for each player’s screen. There are 6 city sprites, one Command Center sprite, and the Missile sprite. the missile sprite is […]

SpaceCommand – first look screenshot – C64 Multiplayer Network Gaming, cont’d… —

Here’s a first look at a screenshot of Space Command with 8 players connected to the C64 server. The game screen shows the command center in the middle with the cities beside it, with 3 on the left and another 3 on the right. similar to the ol’ arcade game from 1980, Missile Command. But […]

SpaceCommand – 8 player connection – C64 Multiplayer Network Gaming, cont’d… —

been a long while for an update, Trying to get this project ready in time for the next event. So busy with updating the game code to add network support for 8 player. Here’s a screenshot of the latest[click below]. I have 9x instances of VICE running here, This shows all 8 players connecting to the […]

SpaceCommand – C64 Multiplayer Network Gaming, cont’d… —

Tonight, I managed to get a test program running to check the functionality of the Multicolor Character mode. Using the export files from CharPad where I created the background screen, I was able to get the program to load these files properly and display the background screen perfectly. It took some extra work to finally convert […]

SpaceCommand – C64 Multiplayer Network Gaming, cont’d… —

While changing direction with the graphics mode options, – hopefully for the last time – I’m using the CharPad tool now together with the Timanthes tool to organize the background screen using Multicolor Character graphics mode. One of the things I found out this past week is that the Timanthes tool doesn’t properly convert that […]

SpaceCommand – C64 Multiplayer Network Gaming, cont’d… —

It’s been a while since my last post, These winter nights can be a drag without enough caffeine.  So it’s time for a “coming up for air” to write another update, so to speak, on this network gaming project with my crime-fighting cohort, Jeff Brace (Arkaxow). One of the refreshing attributes to programming on 30yr old computers is […]

SpaceCommand – C64 Multiplayer Network Gaming, cont’d….. —

good news, continued from before After organizing the *.d64 images for each instance of VICE running here, I managed to get 4 players to connect to the Server. There was one small moment of a gltich where player#2 didn’t connect completely. So I restarted everything and tried again. I suppose this is one of the […]