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| MSX1 demo for euskal encounter 14
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NapalM msx lover Berichten: 83 | Geplaatst: 26 Juli 2006, 04:26   |
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POISONIC msx professional Berichten: 883 | Geplaatst: 26 Juli 2006, 04:37   |
This domain name expired on 07/07/2006 and is pending renewal or deletion on my birthday lol
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ro msx guru Berichten: 2329 | Geplaatst: 26 Juli 2006, 07:53   |
Let's take over that domain...ghehe, prutsers.
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pitpan msx master Berichten: 1379 | Geplaatst: 26 Juli 2006, 10:22   |
So, how can we get it?
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wolf_
 msx legend Berichten: 4713 | Geplaatst: 26 Juli 2006, 10:33   |
submit it to MRC and it'll go into the download database..
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NapalM msx lover Berichten: 83 | Geplaatst: 26 Juli 2006, 15:30   |
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Huey msx professional Berichten: 586 | Geplaatst: 26 Juli 2006, 20:16   |
Looks nice.
Must say that MSX1 is/was heavily underestimated by me in the past. I like MSX1 more than MSX2 at the moment. It just has more charm........
Pitty there is no music. There seems to be only a very few who will make PSG (pt3) songs.
P.s.: If there are people who want to make .pt3 songs for let's say a game. Contact me, please.
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wolf_
 msx legend Berichten: 4713 | Geplaatst: 26 Juli 2006, 20:37   |
Well msx1-drawing is, in a way, faster also. Because there's less you can do, you're done earlier.  Same with PSG music, with 3 channels you don't need to mess around with the giant lot the Moonsound offers. Because there're less colors, chances are big that the tiles don't make sudden style/form/color-changes, meaning that you easily tile them in some map-editor and construct alternative objects from them (big parts of UU were done by just making newly invented objects from a ready-made set o' tiles!).
Also, you won't think over the palette, there is none
So in a way limitation saves time.. my development-formula still stands: developmenttime = systemspecs^2. Gfx9000 makes code easy, but you can count on it that the actual game-development takes ages..  |
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PingPong msx professional Berichten: 988 | Geplaatst: 26 Juli 2006, 20:52   |
Quote:
| Well msx1-drawing is, in a way, faster also. Because there's less you can do, you're done earlier.  Same with PSG music, with 3 channels you don't need to mess around with the giant lot the Moonsound offers. Because there're less colors, chances are big that the tiles don't make sudden style/form/color-changes, meaning that you easily tile them in some map-editor and construct alternative objects from them (big parts of UU were done by just making newly invented objects from a ready-made set o' tiles!).
Also, you won't think over the palette, there is none
So in a way limitation saves time.. my development-formula still stands: developmenttime = systemspecs^2. Gfx9000 makes code easy, but you can count on it that the actual game-development takes ages.. 
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Of course it depends of what you can do. Try to code games like Ghost'N'Goblins on MSX1 with the spectacular 4 sprite limit x scanline!
I think the best is a msx2. Not so limited, not so easy... |
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GhostwriterP msx addict Berichten: 312 | Geplaatst: 26 Juli 2006, 21:00   |
Experience saves time. Just 3 channels bugs me. I said it before and I will say it again, limmitations
resricts the creativity. It is easier to delete than it is to write. (Schrijven is schrappen  )
And the gfx9000 does not always make things easier, it just makes things possible |
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Huey msx professional Berichten: 586 | Geplaatst: 26 Juli 2006, 21:54   |
Quote:
| I said it before and I will say it again, limmitations resricts the creativity.
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  LOL 
I say "MSX equals Limitations"
Someone else said recently: "If it looks nice on MSX its a trick" tricks equal creativity
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wolf_
 msx legend Berichten: 4713 | Geplaatst: 26 Juli 2006, 22:09   |
Whether limitations restrict creativity is to be debated someday..  At least limitations invite you to do things you'd not have done otherwise..
(tho the 16k RAM limit from msxdev is a pain in the {mod})  |
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Prodatron msx master Berichten: 1109 | Geplaatst: 27 Juli 2006, 02:48   |
Hey, nice demo! 
Thanx for the greetings, it was great to meet you on the RetroEuskal  |
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BiFi msx guru Berichten: 3142 | Geplaatst: 27 Juli 2006, 06:38   |
Whether or not limitations restrict creativity, they do make a great challenge to make something cool with those limitations.
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tokumaru msx lover Berichten: 83 | Geplaatst: 27 Juli 2006, 19:00   |
Quote:
| Try to code games like Ghost'N'Goblins on MSX1 with the spectacular 4 sprite limit x scanline!
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I believe this is quite possible. You can limit the characters to 2 layers of sprites and still have them look good. That means you could have 2 characters on the same scanlines without flickering. A bit of flickering when another enemy or an attack is introduced would not make things that bad.
In my opinion, the lack of hardware scrolling is more limiting than the number of sprites on the same scanline. For platformers, that is. |
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