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José Pereira

And while some argue there are those who work

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..and that's the reason people code C64 games. Nothing to do with technical specs or C64-vs-A8-vs-chuck norris-vs-kitt from knightrider or that kind of sillyness, it's about the simple fact of getting a pat on the back and some appreciation, and not busting his balls during the dev process.

 

And I'm sure he'll remember that when he's sat with a cup of tea thinking 'so... do I start another project or not?' a week or two down the line when he's recovered from this one and it'll sway his decision a bit ;)

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In my humble opinion ....you should only ever work on a project for your own enjoyment of the process and for everyone to share and enjoy the end result. If you're looking to get a pat on the back or some kind of elevated status from your peers then you're doing it for all the wrong reasons. I'm also saddened if the motive for creating a project is with financial gain in mind. Isn't the whole point of this a community of people who appreciate the A8 and/or 8-bit computing?

Edited by Tezz
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José ;)

 

You know the difference of doing such game on the A8 and on the C64?

 

On the C64 you still need basic coding skills to handle the graphics. You have the character alignment with it's fixed colour raster horizontally and vertically. The Sprite's "faces" simply can be set to tables and with direct x and y coordinates.

On the A8 you have to write a softwaresprite engine first, which takes higher coding skills already.

So we have two problems doing their addition: We have less people coding the A8, and need more time for development.

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José ;)

 

You know the difference of doing such game on the A8 and on the C64?

 

On the C64 you still need basic coding skills to handle the graphics. You have the character alignment with it's fixed colour raster horizontally and vertically. The Sprite's "faces" simply can be set to tables and with direct x and y coordinates.

On the A8 you have to write a softwaresprite engine first, which takes higher coding skills already.

So we have two problems doing their addition: We have less people coding the A8, and need more time for development.

 

 

Emkay not personal because everyone does what they want... but for many of the A8, we have more talking then doing!...

Isn't it?

 

 

Indeed, probably, nowadays there be probably the same number of users in the two Machines, but:

-> C64 have more people doing and less talking

VS

-> A8 have more people talking and less doing

 

The result is the same, same number of people. But different ending, nothing or nothing special...

Or will we have another thing like Space Harrier in 10years time?

 

 

 

And for a soft sprite and double the work on A8: Why? There isn't soft sprites moving in A8 games from the begining...

Where's the problem?

If a coder is a coder just to use Hardware sprites, then the best place for him is pass into C64 Land ;)

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I know there is this long thread about PoP on A8, but can somone sumerize the problems (or just give me a link?)

I never played PoP much, but AFAIR there weren't so many sprites. I remember the masking when the Prince is behind some pillars was one prob. OK, but others?

What swrong with using PM0-PM3 for the Prince? And use PRIOR for putting the prince behind the pillars? If that is not possible, just forget about it and remove the pillars or let him just go over them.

When he has to fight an enemy (happens not often, does it?) Let the sprites flicker, for Christs sake. OTOH, there is no scrolling no nothing, so a soft-sprite routine shouldn't be that hard to use.

However, I think the reasons why it isn't so simple were explained n the long PoP thread :)

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I know there is this long thread about PoP on A8, but can somone sumerize the problems (or just give me a link?)

I never played PoP much, but AFAIR there weren't so many sprites. I remember the masking when the Prince is behind some pillars was one prob. OK, but others?

What swrong with using PM0-PM3 for the Prince? And use PRIOR for putting the prince behind the pillars? If that is not possible, just forget about it and remove the pillars or let him just go over them.

When he has to fight an enemy (happens not often, does it?) Let the sprites flicker, for Christs sake. OTOH, there is no scrolling no nothing, so a soft-sprite routine shouldn't be that hard to use.

However, I think the reasons why it isn't so simple were explained n the long PoP thread :)

 

The problem, one of them is the width of 'our guy' in most of the frames.

If it's just PMs it would take all the 4PMs and sometimes it even match it all (in three or four frames).

Best would be to get the guys as soft sprites with PMs overlays and there are still those three or four frames), but probably possible...

This last one seems the only possible and maximum those two guys are cycle possible I think.

 

 

 

 

post-6517-0-96090500-1318256932.png

The Pilars would have to be done by software, there's no way to get it by PRIOR... even the C64 Hardware sprites are doing the Pillar Masking by Software (just see this Top picture from C64 that is a proof of it).

Edited by José Pereira

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In my humble opinion ....you should only ever work on a project for your own enjoyment of the process and for everyone to share and enjoy the end result.

 

but equally you'd want to know that people *are* enjoying the end result

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