Posts Tagged ‘programming’

Making a game in PICO-8: The final reckoning

Welcome to the final part of my series in which I make my first-ever game. I’m using the lovely PICO-8 [official site], and the game is called No Frog Left Behind. It’s about abducting frogs by pushing them into your spaceship, and it’s time to design its levels. Read the rest of this entry »

Making a game in PICO-8: Shooting frogs

This is the fourth part of my diary about making my first-ever game, using PICO-8 [official site].

Since No Frog Left Behind now has a frog and a player moving on lily pads, it’s finally time to implement the game’s core mechanic, the ability to push the frog across the map with a bullet. Because this is a game about pushing frogs into boxes. Read the rest of this entry »

Making a game in PICO-8: Bashing against collision

This is the third part of my diary about making my first-ever game, using PICO-8 [official site]. So No Frog Left Behind now has a map and you can move the player around. But I’m now on my third big session on it and I’ve got a long way to go before there’s any kind of game there.

Key to getting an actual game running is working out when things collide, like players with impassable water and frogs with bullets, and frogs with boxes. For this is a game about pushing frogs into boxes with bullets. And collision is my Agincourt. Read the rest of this entry »

Making a game in PICO-8: Getting stuff moving

This is the second part of my diary about making my first-ever game, using PICO-8. Yesterday, I grappled with ideas and fiddled around with code enough to realise that most of them are beyond me. But now I have a concept I think I can make: a game in which you push frogs into boxes. It’s called No Frog Left Behind.

And yet… I have no idea whatsoever how to start. Other than to hit escape, which brings up PICO-8’s suite of tools, and typing out its fundamental structure in an attempt to feel constructive and full of direction. Read the rest of this entry »

Space Antics With Programmable Computers In 3001SQ

As someone who can’t program computers, online space colonisation game 3001SQ [official site] is awfully intimidating. Exploring the galaxy, building planetside industrial colonies, and hanging around space stations sound nice and all, but being able to write code for your in-game ship and devices is what overwhelms me. Playing the small tech demo released to support its Kickstarter campaign, I ended up rebooting my spaceship several times in the hope that its broken bits would just start working. Damned if I’m opening up the editor to fix it myself. But maybe you’re into that!

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The RPG Scrollbars: Usborne Origins

Earlier this month, Usborne re-released something very special – its iconic 80s books on game programming. Talk about nostalgia in PDF format. I remember these so well, particularly the two that my junior school had back in the day – Write Your Own Fantasy Games and Write Your Own Adventure Programs. They’re a genuine slice of UK game development history, not so much because of the very simple games that they contained, but the basic message that it was even possible to write your own.

Well. The BASIC message, at least. These were more primitive times.

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