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Richard of TND

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A member registered Feb 21, 2019 · View creator page →

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Ah, thank you for your kind comments.
The lots of bullets on screen? In the original SEUCK engine it was very limited. I used the SEUCK Redux framework to enhance this game, which uses a sprite multiplexor that contains 32 sprites. SEUCK users may find the framework source beneficial for enhancing their game creations - although a lot of coding knowledge is required there. 

Some people loved the title music as it sort of reminded them of the title music of the game DJ Puff. - Although the title music in Bubble Duck is clearly not the same :)

No problem. It should be ready in under 2 weeks or so. As soon as the tune is done, I'll post you a link to the tune.

I started making a tune for your game yesterday. :)

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Of course. A lot of SID tunes tend to have their own based music players where music can be initialised at an address before an IRQ plays and then inside the main IRQ raster interrupt. Music can play. Assuming you are using CBMPRGStudio's default assembly language:

Where your variables are, add the following:


musicinit = $1000
musicplay = $1003

Where adding the binary to your project add (for example)
            *=$1000   
            incbin "music.prg",2 ;(Or if .dat, use that extension)

Before your IRQ raster interrupt add the following code:

            ;Initialise music
             lda #0
             jsr musicinit

Inside your IRQ raster interrupt add:

          ;Play music
          jsr musicplay

That's how it is done :)             

Great update. Superb animations and I am very happy to see a hi score table has been added to this game. What I'd love to see included in a future update of this game is some fun title music and maybe a game over jingle and hi score tune. Of course that will be entirely up to you. ;) 

This topic here is for bug reports based on the utility that is being used. If you have anything to report then please post it in this topic. Then maybe the problem can be closed off sometime in the future.

Here's one which I encountered:

Bug: 
Cursors input on scroll text editor

Symptoms:

 A major bug has been discovered where editing the scroll text, the cursor moved out of place when using the cursor up/down keys were pressed. Instead of going in a straight line downwards, the cursor skipped several rows and columns. 

Cause of the bug:
I checked the code out and after investigation, the cruncher which I used to compress the tool caused kernal input routines to mess up. A very quick fix has been made, where I changed the cruncher and the program seems to be working fine.


The zip has been replaced with a working version.

A nice flip screen platform game. I am happy that there is an options screen to disable the music as it is very short, although sweet and suits this game it is repetitive. The game has nice graphics and the gameplay is good for a casual take your time/no lives game. If this is your very first ever C64 game. Well done. I look forward to seeing future productions by you. Consider a follow from me :)

... but it is the wrong version recorded, this was the actual SEUCK Compo 2025 entry, not the finished release. :)

(please see above. Thanks)

No problem. The download has been replaced. Now both D64 and TAP exists.

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I just had a look for you and the program seems to work fine When you input the filename of the picture which you are trying to load there should be a * at the end of the filename. This is because the disk loading/saving uses full 16 characters as the filename. Loading can simply be solved by adding * at the end of your filename.

I tried loading in two example Koala paint images from a Demo Makers/Creators Disk using this:

Filename 1: ?PIC A *
Filename 2: ?PIC B *

Nothing failed to load and the two images displayed correctly in the demo.

Wow! I just checked this game out yesterday and I am really impressed with it. Superb graphics, lovely music and the game plays extremely well. I like the fact that instead of collecting everything in the game, you have to plant the seeds and fight the bad creatures. Well done. 

Thank you for reporting this. The word should have been "without" I have now rectified the problem. ;)

Hi there. I found the major cause for the crash which you have experienced. It was caused by my TND intro which was bolted to the program for some reason. I have removed the intro and released the program as just the demo maker itself. Hopefully this should work for you.

Here is a quick start guide on how to use the Double Koala Paint Demo / Loader Maker:

You will need the following files:


  • 2 Koala paint multicolour bitmaps (Filenames do not matter)
  • A piece of SID music (Converted to C64 data/prg), located at $1000
  • A custom character set.
  • A packer/cruncher (optional)
  • Plenty of disk space.

1. Select option 1 and load in the music. (For example a tune saved in PRG from Goat Tracker, or any music editor like DMC V4.0, JCH, Voicetracker, etc). Enter as the file name MYMUSIC* for example.

2. After loading, enter the music init / play parameters. For general music players like Goat Tracker, DMC, JCH, etc. Init address is $1000 and play is $1003.

3. Select option 2 and load in your two Koala Paint images, there is no extension required. Simply enter for example ?PIC 1* ?PIC 2* if using the generic Koala Paint extension or PIC1* PIC2* if your pics are NOT using the koala paint extension.

4. Select option 3 and load in your custom made 1x1 font for the sprite scroll.

5. Select option 4 and write a scroll text, remember that @ should be set as the wrap marker to loop your scrolling message. Home your cursor and then press RETURN (Enter) to exit the scroll editor.

6. After Edit the colour flash table (40 chars). The colour table looks something like this:

@ = Black, A = White, B = Red, C = Cyan, D = Purple, E = Green, F = Blue, G = Yellow
H = Orange, I = Brown, J = Light Red (pink), K = Dark Grey, L = Medium Grey, M = Light Green, N = Light Blue, O = Light Grey

After you are happy with your table press Return (Enter) to exit.

7. Enter the delay rate of the colour flash (1-8). The lower the value the more faster the scroll text flashes.

8. Select if you would like your scrolling message to expand the Y axis to display enlarged sprites. (Note, due to the size of the screen on NTSC, the size of the sprite scroll is automatically set as no Y axis expansion).

9. Test your demo, to see if you are happy with it. Press spacebar or fire to flip to the second image, and then press spacebar or fire to exit back to the main menu.

10. Finally save your finished demo to disk as either a demo (which will reset the C64 after displaying) or as a loader (Enter the name of the program to load first end end file name with * e.g BLASTOPIA*. ).

11 (optional). Use a packer/cruncher to crunch the file further. Use $080D as jump address and $37 as $01 value.

Hi everybody. Welcome to the community board for the utility Double Koala Paint Demo/Loader Maker . This board is built for those of you who downloaded the utility. You may post discussions about the tool in general,  help, share tips or even show your own creations that uses it by posting a link directly to it. 

Use of spam advertising, unwanted politics, harrassment, in any form will not be tollerated and will result to the poster responsible banned from this board. 

  These boards are moderated frequently by Richard/TND.

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Normally I do that in my games (except for enhanced Shoot Em Up Construction Kit/Redux games), but only if there is a hi score list, but I didn't do it this time as it was supposed to be a tutorial game and nothing too serious. ;)

Thanks. Oh BTW, you don't need to keep pressing the fire button to shoot at the enemies, there is a built in-auto fire which you just hold the button to shoot one bullet at a time

Clever concept. Nice graphics. Also nice music as well.

I checked this game out last night. It was fun to play, and quite addictive. The only things I would suggest would be include a hi score table, and also allow player control using Joystick in Port 2. Still, I enjoyed this game. Well done.

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Nice cover art. Thanks. This will come useful for those who would like to make a tape / disk inlay for the game. The game does have sound effects. On the title screen move joystick to the right to select SFX option before starting the game.

Very hard game, but also very addictive :) Well done.

Great racing game. Also a bonus that you can select music as a game play option. Well done. I am happy that your dream has come true and very happy to have tried this game out.

Fun Public Domain Pacman clone. Well done. A shame I didn't get round to participate in the Retro Maze game jam, it looked fun. I just been too busy with other C64 stuff.

I am using the online Public Domain C64 emulator which can be found at https://lvllvl.com/c64 (subject to availability)

MUSIC

Here are some simple tips to help you along if you are new to this. You will need Sidplay 2/W by Inge, SIDReloc by Linus, and Dir Master by Style for this tip. To find both of those tools, please use a search engine and use the two tools as the keywords.

First of all, Tape Master Pro does NOT support SID format. You will need to use PRG format instead. If you are unsure how to make a PRG out of a SID you created or grabbed a demo tune from HVSC please follow these steps. 

1. Load in Sidplay W/2 (Avoid V3 as it has no PRG save support at the moment).

2. Go to File / Open and then select the SID tune in which you wish to choose for your tape master.

3. Go to File / Properties to check for the load range, load addressmusic init and music play address. If music load address starts at $1000 and is below end address at $2000, music and init and play matches the specified players then all is good. 

4. Go to File / Save, enter the filename and select Save filename as PSID in the combo box. Save it to the SIDReloc directory.

5. Go to the SIDReloc directory in the command prompt. For example:
CD C64\TOOLS\SIDRELOC

6. Type in the command
sidreloc -p $e0 input.sid -o output.sid

7. Load the relocated tune into SIDPLAY 2/W again, and then check the music properties as you did with step 3. The music should start from $e000 and must not go past $efff (the IRQ tape loader is placed at $f000+). 

8. It is time to save music filename. Go to File / Save enter the filename and save filename as a C64 DATA file.

9. Open Dir Master. Open the tape master disk (or make a new disk), drag and drop the music into the D64, rename the filename in lower case and save it. The file will now be ready to use with your tape mastering project.

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Hi everybody. Welcome to the community board for Tape Master Pro. This board is built for those of you who downloaded the latest version of Tape Master Pro. You may post discussions about the tool in general, tape mastering help, share tips or even show your own creations that uses this tape loader by posting a link directly to it. 

Use of spam advertising, unwanted politics, harrassment, in any form will not be tollerated and will result to the poster responsible banned from this board.

These boards are moderated frequently by Richard/TND.

This topic is locked by the admin/moderator as this is for admin only.

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Greetings gamers and developers. Welcome to the SEUCK Title Screen Maker community. I have removed the comments feed and replaced it with a community based discussion board on this page for the SEUCK Title Screen Maker. This page can be used if you want to discuss anything related to the SEUCK Title Screen Maker for the Commodore 64. Whether it is asking for help related to an issue, suggesting enhancements/features, tips and tricks, or sharing your own productions created using it you are most welcome to post these.  

Use of spam advertising, unwanted politics, harrassment, in any form will not be tollerated and will result to the poster responsible banned from this board.

These boards are moderated frequently by Richard/TND.

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The link for the emulator making games playable in the browser can be found linked at the homepage in my showcase. It is unknown when the url will no longer be valid. The emulator is currently open free for everyone to use until the end. 

NOTES:
Granny's Teeth 2016.zip is the Craptastic 4K compo entry of the game.

Granny's Teeth [TAPE].tap and Grannys_Teeth.d64 are the 2020 editions of the game.

The web based emulator used is currently at https://lvllvl.com/c64 

I played this game a few times last night and I liked it. The music is superb but I feel that the game is still unfinished on the presentation side. I am guessing that everything has been hardcoded in TRSE right? The first thing I would  like to suggest is to use the wasted space at the right screen and build a decorative HUD with the "score", "level", "lives" central. Also add a "hi score" to the HUD as well. The other thing I would suggest is to paint an actual logo onto the front end. I don't know whether or not these are easy enough to do in TRSE, as I am not experienced with TRSE as I never had the knowledge of PASCAL programming.

Such a clever puzzle game with some nice music in the background. Well done. I look forward to seeing more new titles in the future. 

Nice casual puzzle game, with some wonderful graphics and music. The game is a clever idea. There are some real challenges ahead for the poor duck. 

I thought I should ask, is this game a multiload? 

A very decent breakout game. Although it is not arkanoid (as there are no aliens implemented in the game), it is good fun. Good music also.

I played this game last night on my U64 and I really had great fun playing it. This is a nice tribute to an old arcade classic "Pouyan". The concept is pretty funny also. I'm amused by the in game soundtrack. How come Tetris tunes was used in this? Heheheh :)

Thank you. I saw your game last night, and I liked it. It was great fun. 

Consider it done :)