enthusi Posted September 17, 2013 Share Posted September 17, 2013 Yeah, I think we mean the same. Tons of concepts where Bb games do JUST as well as 'manual assembler'. But when the are obvious drawbacks, flicker, offsets (not so dramatic maybe?) or other limitations I wont accept the limit of Bb as its the limit of the 2600 that counts Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted September 17, 2013 Author Share Posted September 17, 2013 I think it's a badge of pride. You're actually putting yourself at a greater disadvantage by using a canned kernel (bB). Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted September 18, 2013 Author Share Posted September 18, 2013 I guess I should qualify my statement. Sure, you CAN crank out some generic stuff fast. You must be at times more creative to tackle original games and mimic pure assembly kernels. I suspect it's much like being the master chef of Taco Bell. You have the same ingredients and need to come up with remarkable food. You could whip out a cheese melt for sure - it took a masterstroke to come up with the veggie fajita, though. I've kind of gotten stuck on the ball physics in conjunction with collision detection. May have to set this experiment aside as the deadline for my Spooky Empire game is at the end of this week. Quote Link to comment Share on other sites More sharing options...
+Random Terrain Posted September 18, 2013 Share Posted September 18, 2013 I've kind of gotten stuck on the ball physics in conjunction with collision detection. May have to set this experiment aside as the deadline for my Spooky Empire game is at the end of this week. I have a DPC+ version of my example program semi-working. I still need to make a few adjustments. I should be able to post it tomorrow or the day after that. 1 Quote Link to comment Share on other sites More sharing options...
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