Why don't you start the ball rolling with a bezerk or something, or take the pitfall demos and make them into complete games?
As a game developer, one genre of games I can tell you that are a LOT harder than meets the eye are SPORTs games, the AI, the state machines, the rules, etc. are complex. I would like to see a tile mapped, scrolling "XO" football game, that would be cool!
I agree. Keeping it simple seems the best way to go.
Personally, I am spending a lot of time reading the Hydra text while trying to envision my own version of the Asteroids game.
Changing the behavior of the the world [noparse][[/noparse]bounce or wrap around] are appealing options. Also having a Sun or Black Hole that pulls you in and destroys you. You could have a negative G Sun too.
At this point, it is hard to finish product. There is so much to assimilate and staying on one game seems too limiting when learning about the whole topic.
Just playing games will not really teach you much. If you are waiting for someone else to to do it, you miss a lot.
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"If you want more fiber, eat the package.· Not enough?· Eat the manual."········
···················· Tropical regards,····· G. Herzog [noparse][[/noparse]·黃鶴 ]·in Taiwan
I'm wanting to see what other ideas people have came up with.
I've been writing games as a hobby for over 10 years and I'm sort of interested in collaboration projects on this platform.
I think I might have to get this ball rolling on my own.
The games I tend to write are a little odd though. Just to warn you all.
Andrew,
I know what you·mean ,somtimes it's hard to get going all by yourself. let's start tossing some stuff around later , we'll make it a group game , start a new string .
Brian
Post Edited (Brian Beckius) : 2/7/2007 8:26:52 PM GMT
I agree with you Brian. Like in the DemoScene, Things sometimes work best in a group and that's what I'm interested in doing.
People with different talents and strong points coming together to do what their best at and produce something amazing.
As for me, I've been programming for many years and am a composer. Multimedia programming is what I do best.
In the demoscene I wrote sound/music engines along with composing demotunes and background music.
One thing I would like to see is good 2 player version of Tetris. I remember the original Gameboy version had 2 players and whenever one player eliminated a line, it added a line to the other player. I think it would be fun to have a good 2 player "screw you" version of tetris.
Here's a game idea. Call it "Castaway" or "Shipwrecked!".
The premise is a lot like Robinson Crusoe or the tv shows "Guilligan's Island" and "survivor" - the crew of a small ship is marooned on a deserted island and the survivors have to survive off the resources of the island.
Game play would be a cross between Oregon Trail, The Sims, and Age of Empires. It'd be a real-time strategy game where you manage limited resources, gather wood and stone to build things, like Age of Empires. Except you wouldn't command hundreds of units like in Age of Empires (the Propeller doesn't have enough RAM). Instead, you'll have five or six people throughout the whole game, like Oregon Trail. (One person can't really keep track of 100 units at a time anyhow!) Also, in Age of Empires the units are faceless, nameless, expendable, and interchangeable. In Shipwrecked you would actually type in the name of each person, and it would use that name when referring to him or her. That was a major part of the fun of Oregon trail; you could type your friends' or your teachers' names in and then the game would say things like "Mrs. Smith has died of yellow fever". Since you get to customize how many people are in your group and name them, if friends come over to watch you play, you can put them into the group of people on the island. There would actually be a trade-off so that a small group or a larger group is neither necessarily better or worse than the other. A larger group can employ more people to accomplish more things, but also requires more food and water and the island is not any bigger when there are more people. So it's not like in Age of Empires where "bigger is better" and you try to have as many units as you can; in Shipwrecked, you would want to carefully weigh the pros and cons when choosing how many people to have.
In Age of Empires, you research technologies. In Shipwrecked, you would research skills like making fire, fishing, and hunting.
A real-time strategy that takes place on a tiny island would take the technical limitations of the Propeller and turn them into "features" of the game.
Do a remake of Bomberman, but make the single player better.
Or make a casino game. You go in there with $**.** and play at different tables against different computers. After you build up a reputation you're invited to a casino with harder players. After playing (And beating) people at the new casino, you're invited to play a game of poker with the best players in the world. In the beginning, the AI just does reasonable moves, but when you play the game with the best poker players, the AI actually calculates the chance of winning.
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-Theron Luhn
"There are two things that are infinate: Human Stupidity and the universe. I'm not sure about the latter." - Mark Twain
1) Anyone remember "Way Out" ? This was one of my most favorite 3-D maze games... I had this for the Atari 800XL computer system.
...I don't think it was available in cartridge form for the game system.
Something like this with a modern twist could be a "Cool Game".
2) How about a "classic" graphical version of Zork?
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔ Beau Schwabe
IC Layout Engineer
Parallax, Inc.
Post Edited (Beau Schwabe (Parallax)) : 2/11/2007 9:55:30 PM GMT
Yup, written by paul edelstein, he went on to do some star trek games, then fell off the face of the planet when publishers really started just hosing developers. Anyway, the thing interesting about this game, that many people don't realize is that it was a ray caster like wolfenstein, and if paul had a little more time, he could have used sprites for monster (a couple of them), and he could have developed wolfenstien much earlier, by almost a decade. And of course the Atari 800 was the machine that made it happen [noparse]:)[/noparse] The atari was so ahead of its time, if ATARI or amiga had turned out to be the business leader then graphics today would be 2 generations from where they are since the Atari 800 was about 10 years ahead of the competition in that area.
I used to love this game, it was like being in another world, there was nothing like it in 3D. Then I believe there was a Way out 2, but it did have more stuff, and was "too busy" for my taste.
Anyway, defintiely get an Atari 800 emulator, try it out, and think this was 25 years ago! Then try and imagine writing this game TODAY on a PC with DirectX, its still hard to do !
I'd love to see a remake of M.U.L.E by Dani Bunten. This has always been one of my favorite games, and every so often I dig out the emulator to play. I'm always amazed by how sophisticated the design was, and what's even more amazing is that the design team wrote it in 4-5 months. Great AI too.
AndreL
I've got the Hydra Book, nice work in there, and from your demo coders too.
Also, just out of curiosity, As I want to make games and post them, what's the issue when it comes to posting, would I have to just post a binary? or could I post source, since video drivers would be from the book? and As I don't have a hydra, but I have a ProtoBoard, so it will need modifying by hydra users to work back on hydra again.
Any source from the book can't be posted since its copyrighted, so I suggest making original works based on what you learn, that's the best thing. The software is for educational use, not to be distributed, else it de-values the book. But, if you want to use a driver for something you are doing then I am ok with posting the BINARY image of the game that encapsulates driver's binary, but I of course don't want just our drives deployed as binaries. The point here is this stuff took approximately 10 man years to develop, so we can't give it away for free, its part of our value to sell product.
So it would be OK to post the binary of your game and then the actual source of the game MINUS the drivers ?
I'm playing around with the drivers from Remi_Veilleux.
I guess I could post my code but leave out the "REM_loader_kernel_017.spin", "REM_gfx_engine_017.spin" and "REM_tv_017.spin" files...
Would that be OK ?
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Living on the planet Earth might be expensive but it includes a free trip around the sun every year...
Experience level:
[noparse][[/noparse] ] Let's connect the motor to pin 1, it's a 6V motor so it should be fine.
[noparse][[/noparse] ] OK, I got my resistors hooked up with the LEDs.
[noparse][[/noparse]X] I got the Motor hooked up with the H-bridge and the 555 is supplying the PWM.
[noparse][[/noparse] ] Now, if I can only program the BOE-BOT to interface with he Flux Capacitor.
[noparse][[/noparse] ] I dream in SX28 assembler...
What I am saying is this, if you make a NEW game that uses one of our drivers, then go ahead and post JUST the BINARY only. But, I don't want our games uploaded as source or binary. Now, if you want to upload your source and leave out our source then that's fine of course, users just need to make sure they buy the book to get the drivers that your program imports.
So with your example, you just say your program requires rem_loader... blah blah, you need the game programming for the propeller powered hydra to get the drivers source. But, I am saying, so people can see your work, its ok to upload the final binary image of your game including our driver.
Is it possible to call the REM stuff as binary from a source on compile? This way you could release your "source" and release the required stuff from the book as binary. Possible?
Oldbit
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The comments and code above are proof that a million monkeys with a million propeller chips *could* write Shakespeare!
No the prop tool doesn't do anything like that, so just create a source file with the include to it, so people with the book can re-compile with the sources from the book. And also have you final binary demo that shows the final product, simple. But, the main idea is for you to write you own drivers and learn from our example, then you can distribute everything any way you like.
Like oldbit, ( Oldbit seems like we're going along the same lines lol ) as I'd like to use/modify REMi's drivers.
So, if we modify the drivers, we can't release it, unless it's modified to what extent? ie how many changes do we need to do to it, before it's releasable.
Otherwise we'd have to NOT modify it, but just release the source minus drivers, saying it needs these drivers.
To make this easy, instead of thinking of modifying the code, think in terms of learning from it and writing your own driver form scratch then you can distribute it all you want. That way we don't need to worry about this at all. Otherwise, other hydra owners can include the driver from their sources and you just leave it as an include in your top level level file. These programs are for people that buy the book/hydra, so like I said we want to simply keep their value intact. The idea of the demos is not to re-distribute them, but to dissect, analyze, and learn from them, so you can write your own stuff and distribute it as you wish.
[noparse][[/noparse]Groan]... <smirk>... I have so many more miles to go... [noparse]:)[/noparse] Time to start re-reading the Hydra book again! Yes, that really is the intent of the book, not to provide a finished driver, (because it looks like we can still go higher!) but to give us the jumping off place to get in the "deep end." [noparse]:)[/noparse]
Oldbitcollector
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The comments and code above are proof that a million monkeys with a million propeller chips *could* write Shakespeare!
Comments
As a game developer, one genre of games I can tell you that are a LOT harder than meets the eye are SPORTs games, the AI, the state machines, the rules, etc. are complex. I would like to see a tile mapped, scrolling "XO" football game, that would be cool!
Andre'
Personally, I am spending a lot of time reading the Hydra text while trying to envision my own version of the Asteroids game.
Changing the behavior of the the world [noparse][[/noparse]bounce or wrap around] are appealing options. Also having a Sun or Black Hole that pulls you in and destroys you. You could have a negative G Sun too.
At this point, it is hard to finish product. There is so much to assimilate and staying on one game seems too limiting when learning about the whole topic.
Just playing games will not really teach you much. If you are waiting for someone else to to do it, you miss a lot.
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
"If you want more fiber, eat the package.· Not enough?· Eat the manual."········
I've been writing games as a hobby for over 10 years and I'm sort of interested in collaboration projects on this platform.
I think I might have to get this ball rolling on my own.
The games I tend to write are a little odd though. Just to warn you all.
--Andrew Arsenault.
I know what you·mean ,somtimes it's hard to get going all by yourself. let's start tossing some stuff around later , we'll make it a group game , start a new string .
Brian
Post Edited (Brian Beckius) : 2/7/2007 8:26:52 PM GMT
People with different talents and strong points coming together to do what their best at and produce something amazing.
As for me, I've been programming for many years and am a composer. Multimedia programming is what I do best.
In the demoscene I wrote sound/music engines along with composing demotunes and background music.
Brian
Brian
So are we shotting for classic space invaders ,I found the bit maps .I'll try to post them this weekend
Brian
The premise is a lot like Robinson Crusoe or the tv shows "Guilligan's Island" and "survivor" - the crew of a small ship is marooned on a deserted island and the survivors have to survive off the resources of the island.
Game play would be a cross between Oregon Trail, The Sims, and Age of Empires. It'd be a real-time strategy game where you manage limited resources, gather wood and stone to build things, like Age of Empires. Except you wouldn't command hundreds of units like in Age of Empires (the Propeller doesn't have enough RAM). Instead, you'll have five or six people throughout the whole game, like Oregon Trail. (One person can't really keep track of 100 units at a time anyhow!) Also, in Age of Empires the units are faceless, nameless, expendable, and interchangeable. In Shipwrecked you would actually type in the name of each person, and it would use that name when referring to him or her. That was a major part of the fun of Oregon trail; you could type your friends' or your teachers' names in and then the game would say things like "Mrs. Smith has died of yellow fever". Since you get to customize how many people are in your group and name them, if friends come over to watch you play, you can put them into the group of people on the island. There would actually be a trade-off so that a small group or a larger group is neither necessarily better or worse than the other. A larger group can employ more people to accomplish more things, but also requires more food and water and the island is not any bigger when there are more people. So it's not like in Age of Empires where "bigger is better" and you try to have as many units as you can; in Shipwrecked, you would want to carefully weigh the pros and cons when choosing how many people to have.
In Age of Empires, you research technologies. In Shipwrecked, you would research skills like making fire, fishing, and hunting.
A real-time strategy that takes place on a tiny island would take the technical limitations of the Propeller and turn them into "features" of the game.
Or make a casino game. You go in there with $**.** and play at different tables against different computers. After you build up a reputation you're invited to a casino with harder players. After playing (And beating) people at the new casino, you're invited to play a game of poker with the best players in the world. In the beginning, the AI just does reasonable moves, but when you play the game with the best poker players, the AI actually calculates the chance of winning.
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
-Theron Luhn
"There are two things that are infinate: Human Stupidity and the universe. I'm not sure about the latter." - Mark Twain
Send me the files. Space invaders isn't all that hard either. ^^
1) Anyone remember "Way Out" ? This was one of my most favorite 3-D maze games... I had this for the Atari 800XL computer system.
...I don't think it was available in cartridge form for the game system.
Something like this with a modern twist could be a "Cool Game".
2) How about a "classic" graphical version of Zork?
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
Beau Schwabe
IC Layout Engineer
Parallax, Inc.
Post Edited (Beau Schwabe (Parallax)) : 2/11/2007 9:55:30 PM GMT
I used to love this game, it was like being in another world, there was nothing like it in 3D. Then I believe there was a Way out 2, but it did have more stuff, and was "too busy" for my taste.
Anyway, defintiely get an Atari 800 emulator, try it out, and think this was 25 years ago! Then try and imagine writing this game TODAY on a PC with DirectX, its still hard to do !
Andre'
Got side tracked this weekend on my robot, I'll try to get that stuff posted in a day or two.
Brian
Jason
Andre'
I've got the Hydra Book, nice work in there, and from your demo coders too.
Also, just out of curiosity, As I want to make games and post them, what's the issue when it comes to posting, would I have to just post a binary? or could I post source, since video drivers would be from the book? and As I don't have a hydra, but I have a ProtoBoard, so it will need modifying by hydra users to work back on hydra again.
Thanks in advance,
Baggers
Andre'
I'm playing around with the drivers from Remi_Veilleux.
I guess I could post my code but leave out the "REM_loader_kernel_017.spin", "REM_gfx_engine_017.spin" and "REM_tv_017.spin" files...
Would that be OK ?
▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
Living on the planet Earth might be expensive but it includes a free trip around the sun every year...
Experience level:
[noparse][[/noparse] ] Let's connect the motor to pin 1, it's a 6V motor so it should be fine.
[noparse][[/noparse] ] OK, I got my resistors hooked up with the LEDs.
[noparse][[/noparse]X] I got the Motor hooked up with the H-bridge and the 555 is supplying the PWM.
[noparse][[/noparse] ] Now, if I can only program the BOE-BOT to interface with he Flux Capacitor.
[noparse][[/noparse] ] I dream in SX28 assembler...
/Bamse
So with your example, you just say your program requires rem_loader... blah blah, you need the game programming for the propeller powered hydra to get the drivers source. But, I am saying, so people can see your work, its ok to upload the final binary image of your game including our driver.
Simple [noparse]:)[/noparse]
Anre'
Oldbit
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The comments and code above are proof that a million monkeys with a million propeller chips *could* write Shakespeare!
Andre'
So, if we modify the drivers, we can't release it, unless it's modified to what extent? ie how many changes do we need to do to it, before it's releasable.
Otherwise we'd have to NOT modify it, but just release the source minus drivers, saying it needs these drivers.
Baggers.
Andre'
Oldbitcollector
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The comments and code above are proof that a million monkeys with a million propeller chips *could* write Shakespeare!