Any chance for a feature that wraps up game and emulator as a stand-alone executable for Windows? Bonus points for Linux and HTML5 (neat for Itch io live demos).
You are right, I have not explained it in any tutorial. You can find an example in the demo "The Runner". In essence the steps are:
1) Import the routine that plays the music in the "Extra Data" of the game, being careful to choose a suitable address (usually under $C000) for the music (the address must be chosen by the music program that exports the routine);
2) Call (with the SYS instruction), the initialization routine of the routine that plays the music;
3) Call (again with SYS), the routine that plays the music from a raster interrupt;
Hi AGPX and thanks for answering, if I already managed to make the music work in the game, the PRG was badly generating in the Music Studio without the player. Now I make you a new consultation, how do I have two sids in the game? One for the presentation screen and one for the Music Ingame😁
Hi AGPX, I've already congratulated you through other means but I'm taking the opportunity to do it here. The engine is wonderful. I've been working with it for a few weeks now and as I always do when I use a new language or engine, I'm starting to port one of my games to gain experience.
Right now I'm porting one of the Atari 2600 games but I got stuck on something stupid. I need to generate a random number between 0 and 15 and the manual contains the RND command that generates from 0 to 65535, but I don't know how to limit it to the 16 values I need.
Hey there! I just wanted to say congrats on your awesome work! As a huge 80s fan, it’s incredible to be able to write games for C64 in such a simple and intuitive way. I had a small question though. I use a Mac and I managed to get all your programs to run on it using Wine, but I couldn’t get them to work on virtualized Windows on both Silicon and Intel Macs. The program doesn’t seem to start on virtualized Windows 11. It would be really helpful if it also worked in virtualization because Rosetta will be discontinued in 2 years and Wine uses Rosetta. Anyway, thanks again for your incredible work, dedication, and expertise!
I managed to get it working even on Windows 11 running in a virtual machine on an Intel Mac. But unfortunately, it doesn’t work on Mac Silicon. It seems like there might be a compatibility issue with Intel VT-x instructions, but I’m not entirely sure. Thanks again for all your hard work!
Yes I had noticed it! I suppose the problem is that the virtual machine on Apple Silicon does not support AVX instructions, or maybe only partially supports them. Thanks again for your help, your work is really fantastic!
El Cartero huh ? then this thing got options, im not sure why you cant include the compilers into your package for single download and im not gonna ask but maybe could you provide a direct link to one or both together with this here ? when i google "LLVM-MOS" i get quite a lot of pages
Ciao Vorrei innanzitutto farti i miei complimenti per lo splendido programma che hai creato. Ma vorrei anche farti una domanda. E possibile accedere al floppy o alla cassetta per salvare dei dati per esempio lo stato attuale del gioco e riprenderlo successivamente ? Oppure per salvare il punteggio e il nome. O magari per accedere a dei livelli successivi salvati sul floppy. Grazie
I have a bug, in the setting when it's time to set-up the sid SFX path , I go to the folder, and i only see folder it's imposible to see the .exe and oder file. i only see folder empty. i have install all the latess version.
Is there a Discord channel? I am seriously trying to understand this software and need a channel where I can live and ask questions on the coding side.
No, it's not currently possible to use assembly directly in BASIC code. It's possible to import external routines (.prg) through the "Extra data" section of the game (such as music generated with trackers). However, the Oscar64 compiler can produce highly optimized 6502 code.
Ciao, una domanda. Con la versione 1.5 o 2.0 è/sarà possibile gestire il depth di un oggetto, ovvero fare in modo che l'eroe passi o davanti o dietro ad esempio un comodino o una staccionata?
Muchas gracias por crear esta maravillosa herramienta, para crear juegos para Commodore 64, recientemente hemos creado el juego "El Cartero" y estamos muy felices por ello!!. Gran saludo para ti!!
I already use Gamemaker on Linux using Lutris.Unfortunately the font is pretty blurry.
A native Linux version would be nice.
Could you make a step-by-step tutorial explaining all parts of Gamemaker, the current ones are really difficult to follow.For you as a developer the steps are of course easy to follow, but unfortunately not for others. I think that would make it easier for many people to work with it.
I've already watched the videos, but they aren't step-by-step tutorials.
There's so much information missing from the videos.
As I wrote, tutorials that build on each other and explain the entire software would be good.
The program is good, no question about it, but it would certainly be easier for many people if the software was better documented. Videos are much better at explaining things to others.
Horizontal platformers or vertical shooters are certainly very popular and many people would be happy to be able to create games with them.
I hope you could make a few step-by-step tutorials.
There is a step-by-step tutorial (3 videos), and it's the one related to the construction of the game "Space Pong". Surely there are many things I should talk about, but I have been very focused on the development of the 1.5.x release (to add the multiplexer) and the upcoming 2.0 that adds the multi-directional scrolling (which is very challenging). After that I will start publishing videos to explain many things and tutorials.
Ciao. Sebbene non sono mai stato un'appassionato del Commodore 64 a me mi interessa voler utilizzarlo questo. Serve qualche conoscenza dell'hardware del C64 per utilizzarlo al meglio, es. registri?
Serve un po' di esperienza con la programmazione ed è bene sapere le caratteristiche principali del chip video (il VIC-II) anche per capire quali sono i limiti. Per fare semplici giochi non serve operare coi registri direttamente, puoi consultare la mia playlist italiana sull'AGPX Game Maker che include alla fine anche un tutorial (il gioco "SpacePong").
Ho postato dei video su YouTube, è un buon punto di partenza, ma di certo dovrò farne altri (avrei dovuto già farli, il fatto è che sono molto impegnato nel realizzare la prossima versione maggiore e le novità non saranno poche!)
Hi, that's really interesting and thank you so much for this project Is it possible to test the project in a real c64 with flashcard ? I cant open the example games (I have launch VC_redist.x64.exe before)
I haven't tried it, but with a cartridge similar to "Kung Fu Flash", you can load the .prg files onto a real C64. What do you mean you can't open the demos? You mean you can't run the executable of the AGPX Game Maker? You need to have Windows 10 or 11 64-bit and a CPU that supports at least AVX.
What a great work! I gave only a fast look at it. A question: This tool allows even asset clearing and reloading (for swapping graphics, for multilevels games with disk loading, for example) or, more incredibly, loading new code into memory?
No at the moment it allows only to load and run another .prg file (with some memory area preserved to store for example lifes, scores, etc) from the disk, but maybe in the future I will try to support cartridges in order to have more memory available.
Suggestions for features that would make it something I could see using for a big project as a bit of a change from .asm. Just little things I've noticed from some brief noodling around with the tool.
Charpad import (mainly charsets with colour attributes and screen layouts)
Spritepad import
Ability to select multiple items in a list using first item > hold shift > last item
Right-click on cell in screen designer to clear cell with char 32
Ability to see how much data the game resources will take up (my project would have 100 screens)
Ability to delete items using delete key instead of right click menu
Scaling below 100% (font is massive on my ultrawide screen)
Character Tags using the upper 4 bits of char colour table (see Charpad Char Materials)
Thank you very much for creating this software. It will certainly make it easier for more people to create games for the C64. I have to familiarize myself with it more. I hope that the program will be developed further.
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A 32 bits version would be good
What’s the best way (email) to contact you about something?
Any chance for a feature that wraps up game and emulator as a stand-alone executable for Windows? Bonus points for Linux and HTML5 (neat for Itch io live demos).
Hi AGPX, i'm trying to implement the music routine but haven't been successful so far. Do you explain it in any of your videos? Thanks!
You are right, I have not explained it in any tutorial. You can find an example in the demo "The Runner". In essence the steps are:
1) Import the routine that plays the music in the "Extra Data" of the game, being careful to choose a suitable address (usually under $C000) for the music (the address must be chosen by the music program that exports the routine);
2) Call (with the SYS instruction), the initialization routine of the routine that plays the music;
3) Call (again with SYS), the routine that plays the music from a raster interrupt;
Hi AGPX and thanks for answering, if I already managed to make the music work in the game, the PRG was badly generating in the Music Studio without the player. Now I make you a new consultation, how do I have two sids in the game? One for the presentation screen and one for the Music Ingame😁
Hi AGPX, I've already congratulated you through other means but I'm taking the opportunity to do it here. The engine is wonderful. I've been working with it for a few weeks now and as I always do when I use a new language or engine, I'm starting to port one of my games to gain experience.
Right now I'm porting one of the Atari 2600 games but I got stuck on something stupid. I need to generate a random number between 0 and 15 and the manual contains the RND command that generates from 0 to 65535, but I don't know how to limit it to the 16 values I need.
Can you help me please?😁
Being 15 a power of 2 minus 1 (2^4-1) you can use AND: (RND AND 15), otherwise you need the modulo: (RND MOD 28) // from 0 to 27.
Prefer the AND when you can, because MOD perform a division and it's by far more heavy.
Ok, thanks a lot, I'll try it in my game!👌
Hey there! I just wanted to say congrats on your awesome work! As a huge 80s fan, it’s incredible to be able to write games for C64 in such a simple and intuitive way. I had a small question though. I use a Mac and I managed to get all your programs to run on it using Wine, but I couldn’t get them to work on virtualized Windows on both Silicon and Intel Macs. The program doesn’t seem to start on virtualized Windows 11. It would be really helpful if it also worked in virtualization because Rosetta will be discontinued in 2 years and Wine uses Rosetta. Anyway, thanks again for your incredible work, dedication, and expertise!
Sorry, but I don't own a Mac and can't do any testing.
I managed to get it working even on Windows 11 running in a virtual machine on an Intel Mac. But unfortunately, it doesn’t work on Mac Silicon. It seems like there might be a compatibility issue with Intel VT-x instructions, but I’m not entirely sure. Thanks again for all your hard work!
I use AVX instructions.
Yes I had noticed it! I suppose the problem is that the virtual machine on Apple Silicon does not support AVX instructions, or maybe only partially supports them. Thanks again for your help, your work is really fantastic!
Works if you are running Windows 11 27744 or higher in your VM. Which includes AVX emulation on ARM. See https://blogs.windows.com/windows-insider/2024/11/06/announcing-windows-11-insider-preview-build-27744-canary-channel/
El Cartero huh ? then this thing got options, im not sure why you cant include the compilers into your package for single download and im not gonna ask but maybe could you provide a direct link to one or both together with this here ? when i google "LLVM-MOS" i get quite a lot of pages
I added the 2 links in the description.
Ciao Vorrei innanzitutto farti i miei complimenti per lo splendido programma che hai creato. Ma vorrei anche farti una domanda. E possibile accedere al floppy o alla cassetta per salvare dei dati per esempio lo stato attuale del gioco e riprenderlo successivamente ? Oppure per salvare il punteggio e il nome. O magari per accedere a dei livelli successivi salvati sul floppy. Grazie
Ti annuncio che nella versione 2.2.0, ho supportato l'accesso al disco (ho anche rilasciato un demo e un video tutorial).
I have a bug, in the setting when it's time to set-up the sid SFX path , I go to the folder, and i only see folder it's imposible to see the .exe and oder file. i only see folder empty. i have install all the latess version.
It's normal, for SidSFX you've to select only the folder.
Thanks
Nice!
Is there a Discord channel? I am seriously trying to understand this software and need a channel where I can live and ask questions on the coding side.
Hi, I'll try to take a look at it between my projects. I just wanted to ask if this tool can also be used to program the game in assembly?
Pinov Vox
Voxvideogame&Co
VG
No, it's not currently possible to use assembly directly in BASIC code. It's possible to import external routines (.prg) through the "Extra data" section of the game (such as music generated with trackers). However, the Oscar64 compiler can produce highly optimized 6502 code.
Possible to do Linux version please?
Have you tried the latest version of Wine? I've been told it works with that.
Yes, it runs, but it requires all the external utilities and compilers to also be windows.
any plan for multi disks or multi files games?
Multi files games is already supported, I'll do some tutorial on it. But in the future, I hope to add .crt support, to have by far more memory.
ohh, i see! great news. thx
Awesome!
nice work! i love it, you are amazing!
Ciao, una domanda. Con la versione 1.5 o 2.0 è/sarà possibile gestire il depth di un oggetto, ovvero fare in modo che l'eroe passi o davanti o dietro ad esempio un comodino o una staccionata?
Ciao, proverò a supportarlo nella 2.0, altrimenti in una versione successiva.
Grazie!
Se aggiungi anche la REU, come diceva qualcuno "siamo a cavallo"
Any plan to allow developing in C/C++ directly?
I.e. use the editors, build environment and maybe some library/glue code, but not the basic dialect?
Sorry, no plan for it.
Muchas gracias por crear esta maravillosa herramienta, para crear juegos para Commodore 64, recientemente hemos creado el juego "El Cartero" y estamos muy felices por ello!!. Gran saludo para ti!!
Thanks for this tool i really enjoy working with it makes it much easier to make c64 games hope you keep working on it
Thanks, I'm working hard on version 2.0, which will introduce several new features, the most important of which is multi-directional scrolling.
Could you possibly make a linux version?
Maybe in the future, for now I'm busy making the next major release.
BTW, in this video you can see the software running on Linux Ubuntu 22.04, through Wine 10.0:
I already use Gamemaker on Linux using Lutris. Unfortunately the font is pretty blurry.
A native Linux version would be nice.
Could you make a step-by-step tutorial explaining all parts of Gamemaker, the current ones are really difficult to follow. For you as a developer the steps are of course easy to follow, but unfortunately not for others. I think that would make it easier for many people to work with it.
The runner would be a good start.
Hi, you can found a list of videos on the following playlist:
https://www.youtube.com/playlist?list=PLS2HHbmf1mzt7adMQm4BwGK6gMwfUZWVZ
I've already watched the videos, but they aren't step-by-step tutorials.
There's so much information missing from the videos.
As I wrote, tutorials that build on each other and explain the entire software would be good.
The program is good, no question about it, but it would certainly be easier for many people if the software was better documented. Videos are much better at explaining things to others.
Horizontal platformers or vertical shooters are certainly very popular and many people would be happy to be able to create games with them.
I hope you could make a few step-by-step tutorials.
There is a step-by-step tutorial (3 videos), and it's the one related to the construction of the game "Space Pong". Surely there are many things I should talk about, but I have been very focused on the development of the 1.5.x release (to add the multiplexer) and the upcoming 2.0 that adds the multi-directional scrolling (which is very challenging). After that I will start publishing videos to explain many things and tutorials.
Interesting tool, I hope to find some time soon and try it! I like seeing the progress notes.
Will I be able to grow a standard sprite?
Sorry, sprite expansion is not supported.
Is it possible to make a sprite like this using multiplexing?
this is GREAT!!!!
Ciao. Sebbene non sono mai stato un'appassionato del Commodore 64 a me mi interessa voler utilizzarlo questo. Serve qualche conoscenza dell'hardware del C64 per utilizzarlo al meglio, es. registri?
Serve un po' di esperienza con la programmazione ed è bene sapere le caratteristiche principali del chip video (il VIC-II) anche per capire quali sono i limiti. Per fare semplici giochi non serve operare coi registri direttamente, puoi consultare la mia playlist italiana sull'AGPX Game Maker che include alla fine anche un tutorial (il gioco "SpacePong").
Bello. Ora c'è da capire come funziona 🙂
Ho postato dei video su YouTube, è un buon punto di partenza, ma di certo dovrò farne altri (avrei dovuto già farli, il fatto è che sono molto impegnato nel realizzare la prossima versione maggiore e le novità non saranno poche!)
Hi, that's really interesting and thank you so much for this project
Is it possible to test the project in a real c64 with flashcard ?
I cant open the example games (I have launch VC_redist.x64.exe before)
I haven't tried it, but with a cartridge similar to "Kung Fu Flash", you can load the .prg files onto a real C64. What do you mean you can't open the demos? You mean you can't run the executable of the AGPX Game Maker? You need to have Windows 10 or 11 64-bit and a CPU that supports at least AVX.
What a great work! I gave only a fast look at it. A question: This tool allows even asset clearing and reloading (for swapping graphics, for multilevels games with disk loading, for example) or, more incredibly, loading new code into memory?
No at the moment it allows only to load and run another .prg file (with some memory area preserved to store for example lifes, scores, etc) from the disk, but maybe in the future I will try to support cartridges in order to have more memory available.
Suggestions for features that would make it something I could see using for a big project as a bit of a change from .asm. Just little things I've noticed from some brief noodling around with the tool.
Very interesting new tool, for producing C64-games. Good work!
Thank you very much for creating this software. It will certainly make it easier for more people to create games for the C64. I have to familiarize myself with it more. I hope that the program will be developed further.
Woow, Nice!!!