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Fish20



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10th March, 2009 at 22:56:13 -

Would we be allowed to use a mouse?


 
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Matthew Wiese

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10th March, 2009 at 23:11:13 -

Probably not, because older systems did not have a mouse, even new consoles do not. Unless you're talking about a very old personal computer.

 
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AndyUK

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11th March, 2009 at 00:04:07 -

Loads of old computers and consoles had Mice

 
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Dr. James MD

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11th March, 2009 at 00:12:11 -

Yea loads of old microcomputers and consoles did. It's just a few of the modern ones that don't. PS3 even uses them in a couple of games.

 
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MrPineapple

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11th March, 2009 at 00:36:24 -

SNES mouse anyone?

early to mid 90s is really my area of expertise but i might well make a contribution to this

 
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AndyUK

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11th March, 2009 at 00:44:07 -

There were still some home computers still going strong in the mid 90's. Amiga, Atari st. Even the Spectrum and Commodore 64 lasted until 1993ish.

 
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AndyUK

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11th March, 2009 at 01:49:02 -

Ok what about this?

1.
GFX 3000 (home computer)

.Any screen size (no scrolling on 640x480 or more)
.60fps = 16 objects in frame at once
.30fps = 32 objects at once
.15fps = 64 objects at once

.32 colours from a selection of your own choice
smooth scroll halves your pallete
chunky scroll (8 pixels at a time) if you want 32 colours

.256 colour static screen mode (for title screens and such)
.parallaxer, resize, rotate and layers allowed.
.Music can be Midi,Mod,OGG,MP3,WAV.
.8mb maximum game size (after compression Minus mmf runtime)
.supports key board, multi button controller, mouse or any other Peripheral you can think of.

2.
Game engine (for the retro game)

up to 60 frames per second
Smooth scroll
320x240 or 320x200
32 objects on screen at once
you can use flicker to get around the object limit.
8 colours in mode 1 (normal pixel size)[]
16 colours in mode 2 (double pixel width)[ ]
(you can mix modes for status panels so long you keep within the same pallete)
1 layer only
Fixed palette -
Image
Music can be midi or mod (or chip tune sounding ogg,mp3,etc)
1mb maximum game size (after compression minus MMF runtime.)

Game Engine portable

As above but

160x144 screen size
8 colours (from above palette)
Special monochrome mode that doubles on screen objects to 64

Edited by AndyUK

 
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nim



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11th March, 2009 at 15:09:31 -

Looks good to me. It would be very helpful if you could present the limitations in the form of a table: consoles on the top and the categories down the left.

Unfortunately this timing is the worst for me if you're planning to run the competition before April, but I'm looking forward to the results

 
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Fish20



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12th March, 2009 at 00:03:32 -

So if you have monochrome then you get double the objects?

 
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Dr. James MD

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12th March, 2009 at 00:57:14 -

That's what it says. Yes.

 
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Fish20



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12th March, 2009 at 00:57:22 -

Please Don't make it random because in the real world the developers get to choose what system they want their games on.

Edited by Fish20

 
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Matthew Wiese

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12th March, 2009 at 01:08:35 -

I'm entering, I'd like to make a game for the Game Engine system. Is it ok if I start now?

 
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Matthew Wiese

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12th March, 2009 at 01:09:36 -

Also, if its monochrome, can I have any shade of gray? Or is it only black and white? (Wait, wouldn't that be black and white, not monchrome? : P)

 
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AndyUK

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12th March, 2009 at 01:52:06 -

@Matthew Wiese, I was actually thinking along the lines of one colour + black. Also keep in mind monochrome only benefits you if you make a Game engine portable game.

nah Fish20 i wasn't going to make it random. I was just going to see what people choose. By all means start now.

 
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Knudde (Shab)

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12th March, 2009 at 03:19:22 -

Err, wouldn't MMF2's locked groups be a perfect fit for something like this? Make a locked group that contains the "errors" (nim's 5 sprites per screen for example), and let people follow the directions we can't actually control like that (Screen Res, sound, control).

 
Craps, I'm an old man!
   

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