okay, here me out, but I think it can be simultaneously true that an open source decentralized interconnected system is better for social network purposes than a consolidated corporate run system
and
said system could use a lot of improvements
it is very easy to get something going quite quickly in BASIC on the commodore 64
and i would certainly say that is what it promises on the tin
which should be deemed a good thing! personally i can only enjoy a learning curve so steep...
i think the mentality that got me through my programming drought in the end was not caring what anyone else would think of my musings
and that set me free, i was finally allowing myself to enjoy making little mistakes, and forgiving myself
Amazing reddit moment.
Guy can't get cl-glfw working on macos. I say you should use my glfw wrapper which Just Works and go ignored.
Some other guy says "you should write your own C wrapper anyway because you need resource management" (??? wtf) and OP engages positively
breaking my own rule here but i may as well make bag quest 2D, it would be so easy, and really not cost that much memory at all
the bag drawing functions would just be taken from CHASE (kilobaud, feb 1977)
working on the actual data structures of the game now, initialising the game, the first bag, will go GOSUBs for bringing up menus, will probably litter a few GOTOs as well ~
here is the current repo for 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
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