Build your own Commodore 64 arcade stick – a guide
As many of us know, some of those games of the 8-bit era take a very large toll on the most common implement used to control them: the joystick. Yes, some of them just aren’t made to last (Mr Cheetah...
View ArticleThe Story of the Commodore 64 in Pixels Kickstarter campaign
We are proud to be supporting Chris Wilkins and Fusion Retro Books with the imminent Kickstarter campaign for his latest title ‘The Story of the Commodore 64 in Pixels’. This book follows on from his...
View ArticleThe Story of the Commodore 64 in Pixels Kickstarter launches!
Following on from his highly successful series of ‘in Pixels’ books on the Sinclair ZX Spectrum, Chris Wilkins, founder of Fusion Retro Books has now turned his attention to it’s playground rival; the...
View ArticleThe Bear Essentials: Developing a Commodore 64 game
Part One: Initialising and moving a sprite I find it absolutely incredible that the Commodore 64 development scene is alive and well. Thanks to companies like Psytronik there is still a healthy...
View ArticleThe Bear Essentials: Developing a Commodore 64 game – Part 2
Part Two: Pixel perfect platforming Since the last instalment, I made the decision to go completely back to basics and do some research before progressing any further with my platform game. Why? It...
View ArticleThe Bear Essentials: Developing a Commodore 64 game – Part 3
Part Three: The Joy of Plex Things have been progressing well with my Commodore 64 platform game since part two, and I have now put together a trailer showing the first two areas of the game. Before I...
View ArticleSD2IEC and Epyx Fastload reloaded by thefuturewas8bit – review
SD2IEC explained Over the years I have grown to love the Commodore 64 almost as much as my main area of interest – the ZX Spectrum. Playground debates over which is the best machine have become...
View ArticleThe Story of the Commodore 64 in Pixels by Chris Wilkins – review
Previous publications from Fusion Retro Book’s ‘in Pixels’ range may have been dedicated to our old stripy friend the ZX Spectrum but now it is time to turn our attention to it’s arch-rival (in the UK...
View ArticleThe Bear Essentials: Developing a Commodore 64 game – Part 4
Part 4: Studying SID It’s been over a year now since I started work on my platform game, and there is still plenty of work to do on it. I would never have imagined it would take me this long to make a...
View ArticleThe Bear Essentials: Developing a Commodore 64 game – Part 5
Creating Caverns I wrote about creating rooms back in part 3 of this series and how I began to store the room data in memory. But of course, rooms in the game have to fit together to form a world in...
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