I've looked for an email address contact you but couldn't find one. Just wanted to know how you coded it on a C64 in these days?..I'm hoping your answer would be C# on visual studio lol
Sorry for the very long response. I more or less missed this :) X-Force was designed using Char Pad V1.8 and Sprite Pad V1.8 by Saul, and I worked on the main programming and music (unless you played the CF archive version, which featured music from Breakthrough (Used with permission of course) . The game was programmed in C64Studio, which is more or less similar to ACME cross assembler. The music and sound effects were all made using Goat Tracker V2.
I played this on my Indie Game Showcase and playing this along with a few others is why I ended up investing in the C64 Mini. Although, I played this on PC, X-Force 2015 was a little rough around the edges. The gameplay was a little rushed, if it could be slowed down it would be a great game.
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Hey, I hope you don't mind, but I featured X-Force in the best C64 homebrew games of all time.
I've looked for an email address contact you but couldn't find one. Just wanted to know how you coded it on a C64 in these days?..I'm hoping your answer would be C# on visual studio lol
lol, more like 6502 Assembly.
Sorry for the very long response. I more or less missed this :)
X-Force was designed using Char Pad V1.8 and Sprite Pad V1.8 by Saul, and I worked on the main programming and music (unless you played the CF archive version, which featured music from Breakthrough (Used with permission of course) . The game was programmed in C64Studio, which is more or less similar to ACME cross assembler. The music and sound effects were all made using Goat Tracker V2.
I played this on my Indie Game Showcase and playing this along with a few others is why I ended up investing in the C64 Mini. Although, I played this on PC, X-Force 2015 was a little rough around the edges. The gameplay was a little rushed, if it could be slowed down it would be a great game.