- Видео 43
- Просмотров 3 970
William J. Meyer
США
Добавлен 20 фев 2014
Writer originally from Wisconsin. I like stories about robots, mythology, and romance-- sometimes all at once.
Making Telemachus | Walk Cycle + Fixed-Point Math | How to Share Pixquare Color Palettes
#Atari2600 #bAtariBasic #AtariHomebrew #GameDev #IndieGame #Pixquare
Watch for the cringe. Stay for the occasional programming tip. I started using Pixquare and it's alotta fun. I learned what a radix point is and it's alotta fun. I learned what Fixed-Point Math is and it's alotta fun. I make my first walk cycle for the Atari 2600 and it's alotta fun.
Includes a copy of the portrait of Plato by Silanion c370 BC, in the Public Domain. Includes a portrait of Søren_Kierkegaard by Niels Christian Kierkegaard c1840, in the Public Domain.
Chapters___________________________
00:00 -- Introduction
01:50 -- Previous Sprites
02:00 -- Pixquare
02:12 -- Recreated Atari 2600 NTSC TIA Stella Color Palette
02:3...
Watch for the cringe. Stay for the occasional programming tip. I started using Pixquare and it's alotta fun. I learned what a radix point is and it's alotta fun. I learned what Fixed-Point Math is and it's alotta fun. I make my first walk cycle for the Atari 2600 and it's alotta fun.
Includes a copy of the portrait of Plato by Silanion c370 BC, in the Public Domain. Includes a portrait of Søren_Kierkegaard by Niels Christian Kierkegaard c1840, in the Public Domain.
Chapters___________________________
00:00 -- Introduction
01:50 -- Previous Sprites
02:00 -- Pixquare
02:12 -- Recreated Atari 2600 NTSC TIA Stella Color Palette
02:3...
Просмотров: 199
Видео
The Orrery of Tomorrow (Sci-Fi Audio Drama One-Shot)
Просмотров 182 месяца назад
#AudioDrama #AudioFiction Those who seek Yesterday only find Tomorrow. When a lost adventurer crashes on a dangerous planet, she is hunted by an enigmatic creature while racing to claim a powerful artifact- one also sought by an unexpected ally. A ten-minute audio drama one-shot. Written and Produced by William J. Meyer • Starring Julie Park • Owen McCuen • Nate DuFort • Chelsea Krause • with C...
Forty-Five Seconds in Bronson Canyon
Просмотров 1172 месяца назад
I took a hike up to ye ol' Batcave (Bronson Canyon). Real pretty. I like the texture of the rocks and the yellow flora. Last time I was there, over a decade ago I guess, the entrance to the cave (really a tunnel) was left open. Now it's blocked off and you can't go inside. The og THE OUTER LIMITS shot there, too, including using the cave (really a tunnel) in the awesome episode "The Mutant." A ...
Fire on the Mound: Promises (Podcast Novel Trailer)
Просмотров 206 месяцев назад
#AudioFiction #AudioBook #Podcast #BookTrailer #EpicFantasyBooks Pekra confronts a vision of his dead father in this animated trailer for the fantasy-adventure podcast novel FIRE ON THE MOUND. Through vocal performance, sound effects, and an original score, FIRE ON THE MOUND takes listeners on a mythic journey across the perilous island of Naosaleyn the cradle of all life. Saturday May 25th, 20...
A Sound Effect Mattia Cellotto Sound Design Contest Entry (+ Behind-the-Scenes)
Просмотров 277 месяцев назад
#sounddesign #sounddesigner #foley #foleyartist This is my entry in the 2024 A Sound Effect Mattia Cellotto Sound Design Contest. I entered the True Source category using only sounds I recorded myself. This video also includes a brief behind-the-scenes look at the objects I used as these sound effect ingredients. Thx for watching (and listening)...! For more of my sound design, here is a playli...
Akira Kurosawa: Master of Cinema (Some Kurosawa Paintings)
Просмотров 2738 месяцев назад
#Kurosawa #Cinema #Samurai #Shakespeare #Filmmaking Happy Birthday Akira Kurosawa! You may not know Kurosawa was an awesome painter. Here are a few of his paintings as seen in Peter Cowie's excellent book 'Akira Kurosawa: Master of Cinema.' The book is out of print, but perhaps you can find a copy somewhere? The paintings are from the development of the following films: Throne of Blood (1957) w...
Making Telemachus | Collisions + Color | Learning bAtari Basic!
Просмотров 504Год назад
#Atari2600 #bAtariBasic #AtariHomebrew #GameDev #IndieGame More fun with confusion! In this third video about learning bAtari Basic I take a look at collision statements, color questions, the origins of dim, some weird rand results, and using every bit of a byte. Includes a photo from the first use of BASIC taken by Adrian N. Bouchard. Courtesy of Rauner Special Collections Library, Dartmouth C...
Making Telemachus | Sprites + Joysticks | Programming in bAtari Basic!
Просмотров 460Год назад
#Atari2600 #bAtariBasic #AtariHomebrew #GameDev #IndieGame I’m making a game for the Atari 2600! Join me in this second video for a breezy look at my early code as I get a lot of things wrong but manage to slide some sprites around. I'm learning bAtari Basic, and have a swiss-cheese understanding so far, so feel free to share your more accurate knowledge in the comments below… Chapters 00:00 In...
Making Telemachus | Design + IDE | Creating My First Game for the Atari 2600!
Просмотров 462Год назад
#Atari2600 #bAtariBasic #AtariHomebrew #GameDev #IndieGame I’m making a game for the Atari 2600! In this first video I do my gosh darn best to explain I know nothing. This video features my very first animated sprite made with bAtari Basic (it's a bat, I tell you!). I learned how to do this from the following @8bitsinthebasement tutorial: ruclips.net/video/uVdXKsLpnCQ/видео.htmlsi=Crub2FfpS5Xi2...
The Loser (Paranormal Short Story Audio Fiction)
Просмотров 33Год назад
#AudioFiction #ShortStory #Paranormal #1980s Jordan’s new best friend has a cruel surprise in store for her on their shared birthday, not suspecting the wicked scheme could lead to a paranormal disaster. Written and Produced by William J. Meyer Read and Performed by Emily Strand Music by Kevin MacLeod And featuring the song “Happy Birthday to You” in the public domain Written by Patty and Mildr...
How to Make a Simple Hologram Voice Effect in Adobe Audition Using Built-in Tools
Просмотров 288Год назад
#AudioDrama #SoundDesign #AdobeAudition #VoiceEffects #Tutorial Stumbled upon this method while working on an audio drama. Are we meant to say an hologram? Sounds weird. Stories by William: www.byWilliamJMeyer.com Chapters 00:00 Introduction 00:21 Sample Voice Effect 00:46 Edit, Export, and Duplicate the Vocal Track (Multitrack Timeline) 01:35 Convert Duplicates to Unique Copies (Multitrack Tim...
The Apostate (a Joan of Arc play)
Просмотров 120Год назад
#joanofarc #theatre #play #writing In the month of April I started a Joan of Arc play. I'm posting about the play's development on my website: www.byWilliamJMeyer.com/The-Apostate More stories by William: www.byWilliamJMeyer.com
Invisible Fires: Fugues + Fairy Tales (Book Trailer)
Просмотров 90Год назад
#BookTrailer #ShortStory I put together an e-book collecting five of my short stories: “Moonboots and Monsters: Secrets of the Eyebringer” “The House That Jack Built” “Goodbye, She Said” “The Loser” “And Worms Do Not Destroy” 'Invisible Fires: Fugues Fairy Tales.' Five Short Stories. 220 page e-book. Available on my Patreon: patreon.com/bywilliamjmeyer More stories by William: www.byWilliamJMey...
VALKYRIE Book Excerpt: Hildr
Просмотров 17Год назад
#book #novel #Vikings #Mythology #Theatre Few years ago, Keetin Marchi dressed like Hildr and read an excerpt from my novel VALKYRIE. VALKYRIE. A novel by William J. Meyer. See the book trailer here: ruclips.net/video/hzeBrTjg5Wo/видео.html More stories by William: www.byWilliamJMeyer.com William J. Meyer / writer Keetin Marchi / co-producer Dylan Cashbaugh / director of photography Keaghlan As...
VALKYRIE Book Excerpt: Nótt
Просмотров 30Год назад
#book #novel #Vikings #Mythology #Theatre Few years ago, Camber Donahoe dressed like Nótt and read an excerpt from my novel VALKYRIE. VALKYRIE. A novel by William J. Meyer. See the book trailer here: ruclips.net/video/hzeBrTjg5Wo/видео.html More stories by William: www.byWilliamJMeyer.com William J. Meyer / writer Keetin Marchi / co-producer Dylan Cashbaugh / director of photography Keaghlan As...
VALKYRIE Book Trailer Behind-the-Scenes
Просмотров 25Год назад
VALKYRIE Book Trailer Behind-the-Scenes
Two Minutes in the WGA Picket Line in Front of Netflix
Просмотров 101Год назад
Two Minutes in the WGA Picket Line in Front of Netflix
Our Solar System at Griffith Observatory
Просмотров 33Год назад
Our Solar System at Griffith Observatory
The Birthing Pit (Hollywood Fringe Festival Trailer)
Просмотров 62Год назад
The Birthing Pit (Hollywood Fringe Festival Trailer)
Audio Drama Sound Design -- The Transposition of Chloë Brontë
Просмотров 329Год назад
Audio Drama Sound Design The Transposition of Chloë Brontë
And Worms Do Not Destroy • Part Six: The King (Audio Fiction)
Просмотров 17Год назад
And Worms Do Not Destroy • Part Six: The King (Audio Fiction)
And Worms Do Not Destroy • Part Five: The Minister (Audio Fiction)
Просмотров 16Год назад
And Worms Do Not Destroy • Part Five: The Minister (Audio Fiction)
And Worms Do Not Destroy • Part Four: The Messengers (Audio Fiction)
Просмотров 7Год назад
And Worms Do Not Destroy • Part Four: The Messengers (Audio Fiction)
And Worms Do Not Destroy • Part Three: The Magnate (Audio Fiction)
Просмотров 12Год назад
And Worms Do Not Destroy • Part Three: The Magnate (Audio Fiction)
And Worms Do Not Destroy • Part Two: The Volpa (Audio Fiction)
Просмотров 9Год назад
And Worms Do Not Destroy • Part Two: The Volpa (Audio Fiction)
And Worms Do Not Destroy • Part One: The Thief (Audio Fiction)
Просмотров 28Год назад
And Worms Do Not Destroy • Part One: The Thief (Audio Fiction)
And Worms Do Not Destroy (Audio Fiction Trailer)
Просмотров 57Год назад
And Worms Do Not Destroy (Audio Fiction Trailer)
Fire on the Mound: The Island of Naosaleyn
Просмотров 23Год назад
Fire on the Mound: The Island of Naosaleyn
So, so happy to see that you have not given up on this. Very sorry to hear about your misfortune though, take good care of yourself and as you said, be sure to get out more and stay active. The game is shaping up nicely, I really like the idea of a ship to control and the pilot getting out and running around. The lasers in the map room look great too, I imagine that you're going for a 8 or 16K cart? In any case keep up the good work and happy holidays. Don't forget to get out more, the world outside is where inspiration lives ;)
Thank you sir! Yeah, I thought at first I could do a 4k game-- but now I think I don't know enough to be efficient! ;P I am learning bank switching, that will likely be in the next video. Happy Holidays to you too!
Glad to see an update to the game but sorry to hear about the reason for the delay. I hope you continue to feel better and don't have a repeat. I haven't tried this type of math in my own bB game ideas but I've been bouncing between various games of various types without making serious progress in any one in particular towards completion unfortunately. I also use a simple frame counter for animation though I usually only have three walk poses (one of which is also the default standing pose) just to save space. Thanks for the explanation on the fractional movement and I'll have to take a look at it. I've been most recently playing around with a platformer and I definitely agree that the movement can be too fast. My very simple ad hoc "solution" has been to just move every second frame instead but I do run into issues with diagonal jumping being faster as you mentioned.
Thank you so much, I appreciate that. Yes, I knew this game would be complete on its own time, but obviously did not predict a delay for this reason-- and as far as I knew I was healthy. Animation cycles: It's fun how different folks can achieve similar results with different approaches. I think maybe it's a good thing we don't always know what the standard method is, who knows what we might discover stumbling in the dark!
I'm not sure about that Christopher Gronlund guy, but the rest of the cast was sooooo great! And, of course, your sound design always blows me away 😀
How can you be responding after drinking the silver-swift? "I got better."
Just checking in after a few months to see if there was any progress on the game. As a fellow first time bB coder, I definitely understand when life gets in the way and you take months off (I certainly have as well!) but figured I'd chime in for a morale boost regardless.
Hi. Thank you for this kind message, I appreciate it. I am partway through making the next video. It will primarily be about sundry playfield collision bugs ...and also learning some bankswitching. But also feature actual (gasp) gameplay. No ETA, though.
@@byWilliamJMeyer Glad to hear it and looking forward to the next video. :)
I’m thinking about creating my own audio drama, what do you think would make a good program for beginners?
Hi! Ultimately, I don't think you can go wrong these days. I would start with whatever software you already own-- and if you don't currently have any sort of audio editor (or DAW, Digital Audio Workstation) ...the program Audacity is free. I haven't used it myself, but know it's popular with audio drama creators. Alternatively, my local library has a media lab that includes free use of a podcasting workstation. Yours might, too.
@@byWilliamJMeyer that’s great! What about getting sound effects? Is there a place I can go to that has a lot of free sound effect packs or?
Most sfx vendors offer free fully-licensed files with an account or newsletter sign-up... the company called A Sound Effect is a great example. Another wonderful resource, look up the Sonniss GDC free sound effect bundles-- they annually offer thousands of files, going back to 2015.
@@byWilliamJMeyer wow that’s awesome! Any other helpful tips I should know before getting started?
All I would say is, for your first forays, write your stories as short as you can to build up your workflow. Three minutes, five minutes... and have fun!
One way to make sure you dont go over cycles is to open Stella's prompt and type breakif {_scan>#262} then return to the program. This will open up the debugger if your scanline count ever exceeds 262. Then at the end of your loop you can add some code to intentionally waste cycles by doing some commands with known cycle counts like WSYNC or nop, which will pause the cpu until the start of the next scanline, which could be anywhere up to 76 cycles for the first one and 76 for each additional one. If you want an accurate count, use lots of WSYNC until your program goes over, then remove one WSYNC, then add some nop before the WSYNC's until it goes over again. Then add up the cycles! Example: asm nop ; 2 cycles 2 total sta WSYNC ; 76 cycles 78 total sta WSYNC ; 76 cycles 154 total end
Amazing! Thank you so much for this--!! I copied it into my coding documents folder.
Thank you so much for this tutorial. It's going to help me so much with future chapters in my Star Wars fan series when i need a hologram voice.
Have fun!!
Which Kurosawa film did you see first? Mine was RAN-- rented on VHS from Blockbuster...!
Mine was The bad sleep well
Looking forward to seeing more as an aspiring future bB user myself!! I'm curious about your comment regarding not checking collision every frame to save on CPU cycles. Would that actually matter unless you're alternating between different checks depending on the frame? Admittedly I'm not a programmer (or more accurately haven't been since a sophomore year class in the early 90s!) but I was under the impression from following various AtariAge threads that the only CPU cycle count that matters is the worst case scenario based on if/then situations per scanline. Would it matter then unless you're in desperate need for those cycles for some other function that frame?
Yes, I think you are right-- since at some point the game would need to run that particular code in addition to everything else anyway-- at which time there would be no cycle savings for that given frame-- unless that frame had a different equivalent offset of "unrun" code.
So, your issue with 'rand' is more related to the '&' operator than with 'rand' per se - the value 68 is 01000100 in binary, and the & operator masks out any other bits in 'rand', thus only allowing 4 separate values, as these would be 00000000, 00000100, 01000000 and 01000100. You might want to use values that are (power of 2)-1 on (rand&n), as they would produce bit patterns that would not mask off any value of rand lower than n, as they would operate like the modulo (%) operator in these cases, which is more what you are looking for - but unfortunately modulo division won't be anywhere near performant enough for use with the poor 6507. I think what you might want is to compose your random number as a sum of multiple (rand & ((2^n)-1)) values, where the (2^n)-1 values summed up will amount to the range you want. Ex.: if the range is 68, you can use (rand&63) + (rand&3) + (rand&1) + (rand&1), where 63 is (2^6)-1, 3 is (2^2)-1 and 1 is (2^1)-1. This gives you a range from 0 to 68, but with a heavy shift away from the numbers 0, 1, 2, 66, 67 and 68, due to the nature of averaging pseudorandom distributions.
Wow, tremendous. Thank you so much for this explanation. Fantastic!
Wow~ 😮 Seeing letters as variables reminds me of the little games I've made in the TI-82 calculator... At least one can make aliases and access the vars bit by bit there (unless that last bit 😋 is also true on the TI and I never realized it). Making something complicated like a ship going to various places with screens and all would be almost impossible there... at least with the standard programming, I remember there were "apps" that probably had way less restrictions and more vars~, though the TI also had array and even matrix stuff too 😎
That video is really comforting in some strange way. I already knew all that concepts but it's so interesting to see it applied to such an old hardware
The quality of these videos is truly outstanding. You explain the material very well and add historic bits and pieces, really well made stuff. If I'm honest, I've never used the random function in bAtari, I had a variable or two left over so I got lazy and set up a counter a=a+1 that ran each and every cycle. So when I wanted a number between 0 and 255 I called A, it's wasteful but gave a true random value ;) I've heard that using division (/) somehow gives a more random, random number, but again I've not tried. You're doing a really great job on the development of your game. Working really hard getting things to work just like you want and learning so much in the process that after a while you find that you could easily improve what you've done, so you start over. I wish you the very best of luck and look forward to your next video and of course maybe playing a wip demo at some stage. Anyway a very merry Christmas to you, or if you don't celebrate Christmas I wish you happy holidays and take good care of yourself ;)
Thank you! I'm taking the 'kitchen sink' approach to these videos lol. Thx for that suggestion on generating a number-- I've been wondering about having a counter run in the background, from which I can just summon a number at any time for multiple purposes-- I read someplace another random approach is to have a counter running on your title screen and when the player starts the game that 'freezes' a number that somehow acts as the random seed? When I have the first objective working I'll def check in with you about testing, thanks so much. Merry Christmas and Happy Holidays to you and yours! (p.s. I read they recently discovered five new species of hedgehog!)
In honor of Warren Robinett hiding his credit on-screen in ADVENTURE-- which arachnid-infested cartridge did I "hide" in this video?
Spotted the Centipede cart at 17:24! Nice work on this series! Are you on the AtariAge forums? That shakescreen command isn't in any of the documentation for bB.
:) ! Thank you, I appreciate that. Although I don't have an account, I read AtariAge to learn specifics. I found *shakescreen* by searching something like: "how do I shake the screen" in their 2600 programming forums.
@@byWilliamJMeyer You should consider joining the community. I recently finished a new 2600 game called Fly Hunter that I programmed in batariBasic. In fact, it's going to be featured on ZeroPageHomebrew's Twitch stream tonight! www.twitch.tv/zeropagehomebrew/
Oh, that's you? Congrats!
@@byWilliamJMeyerThat's me! Thank you! Your videos helped inspire me to give batariBasic a try.
Great insight! Thank you 😊
glad you found it useful
Good luck with making the game! I will soon be in the same boat as my New Year's resolution is to start my own game from scratch. So far my only experience was in making a "hack" (what the retrogame scene calls a mod apparently) of a game that was fully annotated in assembly. To answer your question either in this video or the other about the pixel shape/size, the basic kernel in Batari is what's called a "two line kernel" with square pixels (two rectangles stacked on top of each other) whereas Pitfall was a "one line kernel" using the rectangular single pixels. In the two line variant, the sprites are only updated every two display lines to save on processing power. That incredibly limited CPU cycle limit is also why you can't use the missile when you have a multicolored sprite. If you're programming in assembly and counting CPU cycles manually to stay under the limit, you can do both but Batari is trying to simplify things to make sure everything comes under the limit so adding one option typcially means you're losing another just to make sure. I actually asked that exact question over on the AtariAge forums a couple months back because I was also under the assumption that it was somehow being used in the color change. Hope that helps! I've been studying the limitations and principles behind 2600 coding but pretty much almost all of my knowledge is theoretical instead of practical so add salt as needed.
Hi! And thank you. Best wishes with your game as well. Thx also for such detailed explanations. So I'm already-- by default-- using the two-line kernel? Interesting! Repeating lines seems a clever way to save cycles. p.s. good to see you escaped the Zentradi after all
It's fascinating hearing how limited things are...but how much developers then (and now) can do with it. I'll definitely share this with geeky developer friends who love this stuff, too!
Thank you sir! Yeah, my jaw kinda dropped when I realized I couldn't simply rotate a sprite to have it face another direction! I never realized how much programming for the 2600 was tied into its hardware before, not until I started this project-- it all seems to come down to, "How do we trick the scan line to do something cool?"
@@byWilliamJMeyer That's one of the things I like about you documenting this. Me: "They just told it what to do...just in a specific language." Reality: "So, I have this nutty idea about how to make it do the thing we need it to do..."
In honor of Warren Robinett hiding his credit on-screen in ADVENTURE I "hid" an Atari 2600 cartridge in this video-- did you catch the brief appearance of a game timed to me quoting the main character //and// the sound effect of his iconic accoutrement?
I like your game idea a lot. Having multiple screens and mission based game play is very interesting and gives a little challenge bAtari wise ;) BTW I really love the sprite you made at 1:18 the little green fella with the flashing pixel ;) Can't wait to see where you go with this. Great video too by the way.
Thank you for the encouragement! I've learned so much from you! Yeah, I am discovering the multi-screen approach will be an interesting challenge-- essentially I'll be redefining everything on each new screen-- so we'll see how that goes.
In honor of Warren Robinett hiding his credit on-screen in ADVENTURE I "hid" an Atari 2600 cartridge in this video-- did you catch the brief appearance of a game designed by Howard Scott Warshaw that wasn’t YARS’ REVENGE?
Yar's Revenge was an all-time fave! Man, I friggin' loved it...and...never knew about the album! But this isn't about that. Simply: you make the act of making things so cool. Of course, you've helped me with audiofiction through your videos and chats. I have always been fascinated by game design, but it's not a thing I ever see doing. But man, I love watching and listening to people chat about it.
Yeah, it's amazing. I recently learned YARS' Neutral Zone was created by feeding the game's own code to display on screen, resulting in that chaotic scramble of pixels. With my rudimentary know-how, I've been looking at the classics in a new light, counting their pixels and trying to figure out how they did it-- with the console's limitations these are not simple games, despite their low resolution. And thx for the compliment...!
I always admire how much you put into even a short video like this. Definitely look forward to following along!
thank you sir
I love how an ending that was meant to be a bridge between films has turned out to be the mysterious capstone, somehow entirely fitting, of a self-contained masterpiece. Really enjoyed your reflections on this. Kudos.
Thank you! Yeah, pretty wild to learn what was intended... after years and years of interpreting the ending a certain way...!