I am thinking this could be a create game for the Arduboy but the screen resolution might be wil be an issue. I want to keep the exact levels from the original so maybe the screen will need to scroll both up / down and sideways.
I am playing with the game’s layout. I am keen to have the same levels as the originals and they are (of course) much bigger than the screen will accommodate so I will need to scroll. What are peoples thoughts on the scroll bars showing your current position relative to the entire level?
Useful or too fiddly?
And yes, the player will run properly when I get to it.
Yeah, I think the scrollbars are unneeded, maybe that border can move with the stage to signal the borders just as a visual reference (the dotted lines)
Couple of glitches to iron out … but I want to get the movement correct before moving on. I thought it would be really simple - being grid based - but the original allows you to move do things like jump off the ladder at any stage as you move from one block to another.
Hi, I’m glad this is useful to someone. There are definitely advantages to using an emulator which can attach to standard IDE debug tools via GDB but I didn’t put more work into sim-arduboy because I thought nobody used it especially after the web emulator became available. What made you choose sim-arduboy?
Thanks @dxb … its really convenient for me. I have used your emulator since before the web emulator became available. I use VSCode to develop and build executables locally and quickly test them. This is much easier and quicker than running ProjectABE locally.
The only reason I haven’t used simavr-arduboy is because last I checked it was hard/impossible to get working for Windows 8.1, otherwise I’d prefer it because I can use it without the internet and it doesn’t eat browser tabs.
(I vaguely remember mention of a possible SDL2 version, but I don’t remember it actually getting off the ground.)