RE: Aw: Re: [stella] stella charter

Subject: RE: Aw: Re: [stella] stella charter
From: "Fred Quimby" <c9r@xxxxxxxxxxx>
Date: Wed, 24 Aug 2005 18:40:32 -0400
I should throw my own opinion in here.  When I first started thinking about
bB, I was unsure whether or not to create it because the games wouldn't look
as good as assembler games.  But I decided that there's no reason why such
games wouldn't be fun.

I think that bB can come close to a lot of assembly games in terms of
gameplay.  As an example, I think you could make a fun Gunfight clone.

What bB is limited in, mostly, is a game's appearance.  a Gunfight bB clone
wouldn't look anywhere near as good as Manuel's, and probably never could
without using a custom kernel.  But I think it could play nearly as well.

Before you saw "Outlaw" I should say that bB can do better in both
appearance and gameplay than this.

>No. Unless you code everything with inline assembly it will never do that.
>There's only so much custom kernels it can do and they'll never cover all
>that is possible. The 4 games I released so far roughly require 4 different
>kernels each, no two of which are the same. For example Star Fire, Seawolf
>and Crazy Balloon use three different(!) 6-char kernels for the score
>display. Customizing bB kernels to that level for a single game would be no
>different from writing it in assembly from scratch.
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