I want to improve my pixelart and chipmusic skills.Is here any coder who wants get better in coding (assembler, madpascal, action)?
My plan is to make 1x mini-game per week (thats 52 per year).Mini games means 8kb, 16kb games... Simple like pong, snakes, arkanoid....
I don't think that arkanoid is in the same league of complexity as pong, snakes or downfall, from the coding perspective. You've got powerups that introduce dozens of codepaths (through various combinations of nested if/else) that are not instantly testable and there will always be cases of bugs introduced via typos, and especially via eventual feature creep (when a new feature violates the rules set forth at the beginning of the project).
You need to experiment with various ways of coding the line/angle computation (integer, fixed-point, which tables need to be computed , ...), as otherwise you risk that the first version will be very suboptimal (from performance perspective).
While I agree that it's quick and easy enough to create the art for those games in one's free time, within a week, I don't think you can realistically expect a coder to deliver the same, as the amount of work involved is drastically different, not to mention that unlike art, code is not WYSIWYG.
The above is of course assuming a high-level language, like Mad Pascal, where you can see the whole logic at the same time in couple pages. Once you go to ASM ...
Is there that many mini-games of pong coding complexity ? I am struggling myself to come up with even a dozen, let alone 5 dozens.
Could you please list at least a dozen of games that you consider a mini game ?
Which language on A800 has the most libraries for the common low-level functionality (PMG, SW sprites, sounds, input, fixed-point, scrolling, ...) ? I am guessing Mad Pascal ?
Most importantly, it should handle doublebuffering, so that a coder doesn't have to spend a minute on performance, and just go with whatever the library will provide (e.g. if it's 50 fps, fine; if it's 5 fps, that has to be fine too).