social.solarpunk.au

social.solarpunk.au

vidak | @vidak@social.solarpunk.au

# LOCATION

The unceded, stolen land of the Wadjuk people of the Nyoongar nation. Always was, always will be, Aboriginal land!!

# QUOTATIONS

You are braver than you believe, stronger than you seem, and smarter than you think. ~winnie-the-pooh

programming sparks joy this time around

i think i see the point of using DIM now...

here is the current repo for BAGQUEST.BAS

https://git.sr.ht/~vidak/BAGQUEST.BAS

it's actually a lot of fun noodling around in the commodore 64 emulator

the colour sets for simple background and foreground text output are just such wonderful hues~

@mdhughes ah yes, you're right

@vidak

Let's hope that one day the game will grow to the point where we can tell whole stories about it 😉

https://crpgaddict.blogspot.com/2012/12/nethack-great-heist.html

i love getting hell jank with my commodore 64 colour statements

like yes, spittin' rhymes here:

PRINT CHR$(154);"STRING";PRINT CHR$(158);"JUST BEAUTIFUL"

@yrabbit well in this case there will not be much you can do either than portal into different bags and hoard them full of treasure...

you will be able to lock doors, and open them again with keys... have a lil pet goblin that moves around randomly

perhaps that can be a stretch quest for the next version of the game--something a little more interactive and interesting--this is kind of "proof of concept" territory right now xD xD

ho hum, half the trouble of making a little roguelike game is coming up with all the objects you'd rather like to have in the game

re: macabre, in hindsight

@mdhughes @screwtape i've always wanted to make an issue or two of a sweet BASIC listing compilation for the community--doubtless the last 30 years have seen some amazing new BASIC games created

re: macabre, in hindsight

@mdhughes @screwtape ah, i think you may have misunderstood what is meant to be happening in the game, quite a bit of it cannot be generated from constants, it is a sandbox game

these code listings are incredible though, i am going to study them very closely to see what gems they hold!

re: macabre, in hindsight

@mdhughes @screwtape perhaps it does not matter, but it would be a great deal simpler to me to have the names of the variables directly exposed to the player

this may cheapen the game a little, but i do understand what you're saying regarding:

10 DIM A(11)
20 LET A(1) = "BAG NAME #1"
30 FOR I=2 TO 11:LET A(I)=".":NEXT I

okay first step is we make a nice lil title card image for BAGQUEST.BAS

the really good thing about the commodore 64 now is it's recognisable aesthetic

so with a cool buncha asterisks you can make a simple title card for ur game ~

re: macabre, in hindsight

@screwtape @vidak Yeah, Thomas Kurtz; John Kemeny died back in '92.

But BASIC will live forever.

re: macabre, in hindsight

@screwtape i am attempting to answer the question of whether it would be better to use arrays of undefined type, or variables of string type to store maybe... 20 or so player objects

getting deep into the memory map of commodore BASIC 2.0

https://www.masswerk.at/nowgobang/2020/commodore-basic-variables

i let my mind clutter from years of emotional abuse

...

i am going to do it because i WANT to do it

I pushed out a minor CSS/HTML fix to the death generator. It's now got a dark mode! It inherits it from your browser, so if your browser is set to dark mode (or your OS is, and your browser is respecting that), you'll get a darkmode Death Generator.

https://deathgenerator.com/

The Death Generator website, generating a screenshot based on the game Cosmo's Cosmic Adventure. 
The site has a dark grey background, with grey-with-white-text textboxes.

Viz the discussion of and and memories of Richard C. Waters' memory and programming,
I adopted Waters' Memo on for lispmoo2 ( DSL in lisp).
https://lispy-gopher-show.itch.io/lispmoo2/devlog/835106/richard-waters-series-and-lispmoo2

I used it to solve in my first lazy experience ever. It's about 10% better than me using the loop facility.

https://dspace.mit.edu/bitstream/handle/1721.1/6035/AIM-1082.pdf?sequence=2&isAllowed=y

the GBA stores sprite rotation HOW?

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