End of the year recap

Integrator 2012 is going to take on board a few additional tasks that were not included in the C64 version of the program. Namely:

  • Designation of foreground (sprites will appear behind it when going past it).
  • Definition of boundary lines (related to what I refer to as walkable areas).
  • Definition of hot regions, where a pickable/actionable object is.

Believe it or not, all these activities were disjointed on the C64 and required specific work.

I also restructured the code in order to use drawing primitives that have not been deprecated, which should extend the program’s life cycle.

Looking back at my short-term plans:

  • Panel deletion/addition. The deletion bit is quite simple, but for the addition I need a minor code restructuring (probably addition will be available next year).
  • Save option. I am going through some code restructuring for that now. I would like to have something ready before Christmas (done for LN2, LN3, Time Machine and Vendetta – to be finished for LN).

Long-term plans:

  • Insert panel in edit mode. A viable panel loop prevention strategy is pending so this one slips into 2013 I am afraid.
  • Undo/Redo in panel editor.
  • Process hires display limits of the C64 (no more than 4 colours in a 8×8 block).

That is about it for this year. Have a nice 2013! 🙂

About Luigi Di Fraia

I am a Senior DevOps Engineer so I get to work with the latest technologies and open-source software. However, in my private time I enjoy retro-computing.
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2 Responses to End of the year recap

  1. Kai Ninja says:

    Let’s hope that in the future we can use the integrator to create new levels and inject them into the original game. (that would be very long-term I guess 🙂

    • luigidifraia says:

      Well, what slows me down a big deal is my constant attempt to make sure that Integrator 2012 is usable, rather than just doing its job. That’s part of the reason I share its binaries during the development 🙂
      The challenge is that I cannot make it entirely a high-level design tool thus making it agnostic of the C64 implementation as it will have to serve as a design/hacking tool for a new/existing LN game.
      The other driving consideration is that there is no reason for which Integrator 2012 could not be useful to support a more recent LN engine (ideally intended to produce a loyal conversion to more recent platforms of a new LN game!).

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