Sat.Apr 23, 2022 - Fri.Apr 29, 2022

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Atari ST Graphics Programming with STOS BASIC

Retro Game Coders

So far in our STOS Programming Tutorial we have focused on text so now we should really exploit the graphical capabilities, STOS is a game programming language after all! Creating Your Pictures with Atari ST Drawing Apps. Back in the day there were a ton of Atari ST art packages but my personal favourites are Neo and Degas. I used to do my pixel art in Neo and general image editing in Degas.

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Godot Sprint and User Meeting Barcelona June 2022

Mircosoft Game Dev

After a couple of years of online-only events, we are bringing back some in-person Godot events. More precisely, today we are announcing two events taking place at Barcelona: a Godot Sprint for contributors (June 2nd & 3rd) and a Godot User Meeting (June 4th). Both events will be free of charge. Please fill out this form if you intend to join any of the two events.

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Dev Diary #10 April 2022

Muha Games

Personal log: How are we doing so far? We’ve had a pleasantly surprising response to the beta announcement, and also just to us working on the remake. As such, we have seen a lot of new ‘faces’ on our community sites. With that in mind, I decided that this month’s… Continue reading.

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Elden Ring Is Fair and Just, Except When It Isn't

The Bottom Feeder

When you get stuck on a boss, you can summon naked weirdos to kill it for you. Really, how hard a game can it be? Elden Ring, by From Software, is a pretty big deal, so I had to play it. I just can’t sit back while everyone else grabs all the good Hot Takes. My Scorching Hot, Muy Caliente Take: It’s good. I beat it in 100 hours, killing all major bosses.

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Atari ST Programming: STOS BASIC Sprite Movement

Retro Game Coders

In the last part of this STOS BASIC Tutorial we loaded a sprite but it just sat there, let’s fix that … One of the ways that STOS BASIC helps us to build interactive programs and games is in the sprite movement features because they are not only easy, but they do their thing without our constant input. STOS checks and changes each sprite 50 times per second unless you tell it otherwise, and this happens on interrupts, independent of whatever your code is doing at the same time.

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Dev snapshot: Godot 4.0 alpha 7

Mircosoft Game Dev

This new 4.0 alpha 7 comes with one week delay on our every-other-week release schedule, since I was taking some time off :) But that means it got time for even more features and bug fixes to be finalized, reviewed and merged. See past alpha releases for details ( alpha 1 , 2 , 3 , 4 , 5 , 6 ). Be aware that during the alpha stage the engine is still not feature-complete or stable.

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New Video Series: Learn how to scale up your code with the power of clones

Hopscotch

There is a brand new four-part video series showing you how to harness the power of clones in Hopscotch! You’ll learn how to scale up your projects and build upon an epic Space Invaders game. Download Hopscotch today to try this out! The videos are available in the Clones unit in the “Learn” tab. You can code along while watching the videos in-app. You can also view them on our YouTube channel.

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Atari ST Programming: A Simple Game in STOS

Retro Game Coders

Now we can move sprites in STOS we need to put things together to see how we can actually begin creating playable games. Along the way we will look at some more new features and concepts so you can understand more of how STOS works versus programming languages and game engines you might be used to. Avoid the Monster. As our first example, let’s create a minimalist bad-guy avoidance game.

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Identifying Shader Limiters with the Shader Profiler in NVIDIA Nsight Graphics

Nvidia

UPDATE: NVIDIA Nsight Graphics 2023.3 and later feature the new Real-Time Shader Profiler, the first temporal sampling profiler for GPU shaders. This profiler. UPDATE: NVIDIA Nsight Graphics 2023.3 and later feature the new Real-Time Shader Profiler, the first temporal sampling profiler for GPU shaders. This profiler enables you to examine the most expensive shaders at each moment in your frame.

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How Cookie Run Bakes its Monster Revenue

Deconstructor of Fun

This post is written by the fantastic Game Bakery substack team of Chase, Zixuan, Haiyin, Caitou, Fish, Amy, Chow, Jing, Wanzi and edited by Caitou, Rob. Sign up for their newsletter to be informed when the latest deconstruction drops. From our sponsor: Do you need funds to finish, release, or promote your game? If that’s the case, Xsolla Funding Club got you covered.

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Atari ST Programming: Getting Started with STOS BASIC

Retro Game Coders

Now we have our Hatari emulation environment set up and we have installed our initial Atari ST development tools, let’s write some STOS BASIC code. To help us out and save lots of googling, download the STOS manual here and I have uploaded a crunched PDF of the STOS reference card that came in my boxed copy. STOS BASIC Basics: Expanding on Hello World.

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Atari ST Programming: Cross-Development with Modern IDEs

Retro Game Coders

Previously we installed an Atari ST emulator and STOS/Pure C. Today, as well as looking at those, I want to show you a cross-development approach so you can use your modern desktop IDE but still run your compiled programs on the ST. STOS and Visual Studio Code Extension. There is a neat Visual Studio Code Extension for STOS that offers modern conveniences such as IntelliSense and syntax colour highlighting!

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Atari ST Programming: Hatari, STOS and Turbo C

Retro Game Coders

Atari ST fan and envious of all the attention the Amiga gets? Ever wanted to program your own game for the Atari ST? Previously I got my MiSTer set up afresh, and I mentioned part of the motivation was to get back into retro programming. One of the systems closest to my heart is the Atari ST, because that was our entry into the 16-bit computing era.

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