Pet-Type: Commodore PET Horizontal Shootemup in C
Picking back up my R-Type clone for the Commodore PET - converted to C using the CC65 compiler

Picking back up my R-Type clone for the Commodore PET - converted to C using the CC65 compiler

How to use VBCC and Docker to compile C programs for the BBC Micro and BBC Master on a Mac

Creating a game that runs smoothly across different vintage and modern computers is a complex and ambitious challenge. Can I achieve it?

Not everyone who wants to make games is a programmer so I thought I would take a look at how a classic game-making tool for the Commodore 64, the Shoot 'Em Up Construction Kit, worked.

Like many 1980s computers, the C64 allows you to reconfigure the default characterset (kind of like a font) to display special tile graphics in your game.

Today I spent some time on the reorganization of the Dungeon game codebase into a modular structure.
I thought I would document it here along with key C programming concepts I used in the process.

In this update I learned more about Pygame and considered it as an option for a "modern systems" port of my cross-platform retro rogue-like game

Adding more features while coding my Rogue-Like game meant I butted up against memory limitations again.

Getting Started with C and Raylib

I wasn't too surprised that my game didn't fit into the 3.5KB available on an unexpanded Vic 20, but I was sad to see it won't fit into a Commodore 16!

Today I threw away a whole bunch of code and started over, building a maze-based game map instead of the hard-coded, human-designed levels I had been using up until now.

The first reboot Dungeon game test, working on Commodore PET (with others coming), all using random maps
