Subject: [stella] PhillyClassic, John K Harvey, the homebrew scene, etc WAS:Climber 5 source code From: KirkIsrael@xxxxxxxxxxxxx Date: 24 Mar 2004 02:36:54 -0000 |
> > I can honestly say that the quality of 2600 homebrew games has dramatically > increased over the past few years and the Stella list has been a great > resource for all of us! Actually, on this note, has anyone heard much about Pressure Gauge? http://www.atariage.com/software_page.html?SoftwareLabelID=870 I noticed it on the phillyclassic Packrat entry. Not to talk too much trash about my fellow hobbyist (especially one allied with a bit of a rival of AtariAge whom I've worked so closely with) but it's definately pretty sparse in the graphics, variety, and overall presentation departments. The music is pretty decent, but overall it definately could've used a "Stella Eye for the Programmer Guy" makeover. In fact, in a lot of ways it reminded me of the "first theoretically releasable Alpha" version of JoustPong I had; similar blocky title screen, core elements roughly in place, but really significantly lacking in completeness and polish. Huh, using the Dig, I see he used to be a regular. His farewell is interesting: http://www.homebrewgames.net/thedig/index.cfm?action=message.view&&message_id=9409 It mentions the idea of too much stuff coming out, as well as too much emphasis being placed on the presentation. (oh, and looks like he had a version, maybe this one, of pressure gauge out in 1999) (Oh, by the way, Glenn....would you PLEASE consider changing the CSS on that page so it wasn't stuck to an 8pt font, but could be resized a bit? I find white-on-black uncomfortable enough, but make it that tiny, and I tend to cut and paste it into a text editor instead!) Even though the scene is a bit different now, sometimes I wonder if there is a bit of a homebrew glut. Games often won't sell out at shows, though Al is pretty confident the first run of JoustPong will clear out pretty quickly from the online store. On the other hand, I don't hear of too many new projects that are alive and kicking at the moment. Some, but not all that many. (On the other hand, for a whole year nothing happened on JoustPong, so sometimes a project suspended will get resumed when you least expect it.) One thing I've been thinking about...it seems most homebrews definately don't have the level of background level a lot of the old Activision games did. Or even graphic finesse in general...with some exceptions, of course. I know JoustPong is in that category, black background, monochrome sprites. I guess there still is plenty to shoot for. BTW, showing off my game at PhillyClassic was great. It got a very positive response, I left feeling more confident in its fun-game-ness aspect. (I also found- gasp- a small bug. Well, oversight: the winning score should switch to "W" after a 3-pt "Poorlords" game just like it does for the 10-pt "Classic" game. Ah well! I might release an updated bin for the next run of games, but it's not a big thing.) (Interestingly, relative to the previous and next bits, I had many people who seemed most intersted in programming themselves. People with little experience, I tried to give them a realistic leveling up (like, frankly, not starting with the Atari right off) people who had a stronger programming and/or console background, the conversation got pretty deep. I plugged my own 2600 101...maybe I should tried selling printouts of it :-) ) I really would like to make a followup to 2600 101. I'm strongly leaning towards the name "2600 Cookbook". In it, I'd list a number of things I learned in JoustPong, things that used to be a little more blatantly at hand with the old Dig: -joystick/player movement (lifted from 2600 101) -full screen playfield (ala Nick's old work, and JP title screen) -music and sound basics (the simple engine I made for JP) -exact horizontal positioning -subpixel "fixed point" motion -16 bit math review -comparisons (at Philly, Ronen Habot mentioned using some Macros for various >, <, >=, <= type compares...that might be a good idea, I spent a lot of time looking up the boiler plate for those...) -read a paddle (need to learn) -.skipDraw (need to learn better :-) -that combat missile trick -48 Pixel sprites -some tricks to know how much ROM/RAM you have -symptoms, macros, and fixes for dealing with page boundary issues I'm half tempted to incorporate some of these in a walk through of creating a simple game demo I have in mind, InterGalactic SpaceMan BlastFest.. So that might be my next miniproject. Of course I'll be soliciting feedback and for suggestions here. And there is this icky issue of having to get a house sold in the meanwhile... Well, I covered a lot of ground in this email...interested to see if it sparks any conversation... --Kirk -- KirkIsrael@xxxxxxxxxxxxx http://kisrael.com "Our research and experience show that there is nothing in life more fun than the military." --Capt. Mike Doubleday ---------------------------------------------------------------------------------------------- Archives (includes files) at http://www.biglist.com/lists/stella/archives/ Unsub & more at http://www.biglist.com/lists/stella/
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