| |
Bamu® Account closed
Registered: May 2005 Posts: 1332 |
Games in demo-quality?
Does anybody know games in demo quality?
Shouldn't it possible to create simple puzzle games that reach the demo-level?
|
|
... 61 posts hidden. Click here to view all posts.... |
| |
algorithm
Registered: May 2002 Posts: 705 |
Creatures, Mayhem in monsterland=VSP scrolling
5th gear, Armalyte (title sprite multiplexing, etc) 5th gear being in the border. Surprisingly enough, no games (commercial that displayed anything in the side borders (even if it was just the score panel etc)
IK+, Mega apocalypse, exploding fist (eg. ingame digi's without pause, etc)
Wizball + tons of other games (top bottom border removal)
Iridis Alpha (Wierd effects) there was a hidden part somewhere which displayed a sprite multiplexer. looked good at the time i saw it.
Flimbo's quest, Hawkeye, Dragons lair 2 (Tape loader. Dragons lair loads while playing the previous part)
5th gear.. (Line crunching???) screen scrolls vertically
Phobia. Good example here. color switching, VSP, sprite multiplexing, top/bottom border removal.
|
| |
Ninja
Registered: Jan 2002 Posts: 411 |
Aww, come on. "demo quality" alone is no term. 64er had lots of puzzlers with FLI and music from sceners. But they get boring easily, demo quality? Does using sideborders qualify? Or an 8x8-plasma in the intro? First of all, which demos do have demo quality? |
| |
algorithm
Registered: May 2002 Posts: 705 |
Yea true.. Games utilising some of the features/effects that were originally seen in demo's or as many as possible (eg sideborder, vsp, multiplexing, etc) in the actual game would be a better wording (and that excludes intro, etc)
It could still be 'phobia' which utilises as many as possible ingame in one section (VSP, Sprite multiplexing, Color switching, border removal, etc)
|
| |
cadaver
Registered: Feb 2002 Posts: 1160 |
But you don't know if that's what Nata meant. Probably not, as he's talking as if there are no such games yet. If I remember right, Phobia has quite heinous multiplexer bugs (like almost all games with multiplexer), which no self-respecting democoder would like to have :)
To be honest though, my gut feeling is that if you have to be paranoid about plexer bugs and other correctness, or have a CPU-consuming & timing-unforgiving graphics mode, it's hard to get a kick-ass game done. Something like Turrican or Enforcer feels almost like it's proud to present so much action that the C64 can't reasonably cope :) |
| |
Graham Account closed
Registered: Dec 2002 Posts: 990 |
If "demo quality" means "good code" there are a lot of games which fit here. It's only that games are not made to show off the code so people might not always notice it :) |
| |
_V_ Account closed
Registered: Jan 2002 Posts: 124 |
In games, you need to dedicate many resources to things which usually don't belong to demos (enemy AI, collision routines, text, maps, score/life counter, etcetc.) so demo parts inevitably can "do more" than games. Hence, I don't think you'll ever have "demo-quality" in games because demos can always get more out of what little resources our lovely c64 has available. Demo parts have the luxury to be more specialised.
I do agree that games can have similar "code-quality", though. If a game with good enemy AI, collision routines, text, maps, score/life counters, etcetc. is made, breaking c64 resources every frame, then the developers achieved a "code-quality" as high as that of a tweaked demo part. |
| |
trident
Registered: May 2002 Posts: 91 |
Elite had vektors... |
| |
cadaver
Registered: Feb 2002 Posts: 1160 |
Maybe we'd need a new, more precalculated Elite? :) |
| |
Graham Account closed
Registered: Dec 2002 Posts: 990 |
Elite was great but I think the vectors from Mercenary are nicer. They fit the C64 calculation power more :) |
| |
Stan Account closed
Registered: Apr 2004 Posts: 187 |
Soul Crystal
|
Previous - 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 - Next |