At the moment ive got one with less colours and one with no major limits at all which i need to fix. I need to find some flaw other than file size.
1.
GFX 3000 (home computer)
.Any screen size (no scrolling on 640x480 or more)
.as many objects as you like
.32 colours from a selection of your own choice
.256 colour static screen mode (for title screens and such)
.Mode 7, parallaxer, resize, rotate and layers allowed.
.Music can be Midi,Mod,OGG,MP3,WAV.
.2mb maximum game size (after compression)
.4mb game roms available (but only 16 colours!)
.supports key board or multi button controller.
2.
Game engine (for the retro game)
320x240 or 320x200
250 objects per frame
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 -
Music can be midi or mod (or chip tune sounding ogg,mp3,etc)
512kb maximum game size (after compression)
I like the file size limit. Just make it 402kb plus whatever since the MMF runtime is unavoidable.
Suggestions for limitations:
One system runs at 15 fps
Maximum 5 actives on screen at once
Screen size
Scrolling ("fake scrolling" only?)
Colours - fixed palette (like NES)
Colours - palette limited by number of colours (but can choose colours)
Colours - Monochrome?!?
I think music should be limited to mods at the most. I don't remember playing any games in the late eighties with mp3 soundtracks. If you really want to be strict, set a limit on the number of channels a mod can use.
Interested in this, but honestly I won't have time to enter.
I like Nim's console. The monochrome idea is cool, maybe one console is monochrome but more powerful, whereas the other one is the flashy cool color console but is actually quite limited.
We should have a sub-contest to make commercials for the consoles that are used...
Originally Posted by Neuro I like Nim's console. The monochrome idea is cool, maybe one console is monochrome but more powerful, whereas the other one is the flashy cool color console but is actually quite limited.
We should have a sub-contest to make commercials for the consoles that are used...
I was thinking along those lines too. One console has a very limited palette but is fast, the other has more colours but is limited in a lot of other ways.
How about a balance between scrolling and colours.
16 colours - can scroll within a limited area
64/256 colours - no scrolling for you
I love Neuro's idea of making commercials adverts for the consoles!
Nim's monochrome idea is intriguing, I'd like to have a faster system over a flashy system. I'd probably choose that, because I can't draw gfx that good, so monochrome is no trouble. And being faster can add way more gameplay elements.
Originally Posted by Nim I like the file size limit. Just make it 402kb plus whatever since the MMF runtime is unavoidable.
Suggestions for limitations:
One system runs at 15 fps
Maximum 5 actives on screen at once
Screen size
Scrolling ("fake scrolling" only?)
Colours - fixed palette (like NES)
Colours - palette limited by number of colours (but can choose colours)
Colours - Monochrome?!?
I think music should be limited to mods at the most. I don't remember playing any games in the late eighties with mp3 soundtracks. If you really want to be strict, set a limit on the number of channels a mod can use.
Interested in this, but honestly I won't have time to enter.
Well, i like the idea about framerate limitations and scrolling. Some of the older home computers weren't designed specifically for games so they had to play at 20 frames per second because all sprites, sound, scrolling was handled by the processor alone. The ZX Spectrum being a good example.
Oh also i like the idea of a third, hand held console. Perhaps just based on one of the others with a smaller screen size and slightly better performance/colour?
This is an example of a game running on a machine released about the same time as the NES (Amstrad cpc). It's clearly more colourful but is a bit sluggish with scrolling and moving stuff about. Actually this game is probably a bad example because it scrolls really well and has a fairly fast framerate.
Skip to about 3:40 to see actual gameplay.
I'm sure everyone knows this game! Again on an Amstrad cpc. You'll notice the flicker and a bit of slowdown when too much is moving.
This time a port of Rtype on the MSX range of computers. Horribly chunky scrolling although the actual gameplay is pretty smooth.
Good gravy I had no idea R-Type was ported to the MSX as well. The sound is quite close to the more truthful TurboGFX/Amiga ports but the music. My ears bleed