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Forums > CSDb Discussions > Games in demo-quality?
2006-07-06 11:34
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?
 
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2018-02-02 08:11
Jammer

Registered: Nov 2002
Posts: 1335
Quoting Oswald
multiplexed lemmings? nah, there can be easily more than 8 in a row.


You didn't get the idea obviously? Figuring out densest lemming crowds, grouping them, placing sprites there and writing data into sprites on the fly ;) Hence dynamic placed sprites are only matrix for lemmings' bobs ;)
2018-02-02 08:17
Oswald

Registered: Apr 2002
Posts: 5086
Quote: Quoting Oswald
multiplexed lemmings? nah, there can be easily more than 8 in a row.


You didn't get the idea obviously? Figuring out densest lemming crowds, grouping them, placing sprites there and writing data into sprites on the fly ;) Hence dynamic placed sprites are only matrix for lemmings' bobs ;)


ah, that sounds neat, with clever level design the sprite layout could be even fixed.
2018-02-02 08:21
Jammer

Registered: Nov 2002
Posts: 1335
Sure, in many cases layout could be fixed, but given destructible nature of levels, it's safer to manipulate x-pos, I assume (but all those mappings, euw...) :)
2018-02-02 08:34
Mixer

Registered: Apr 2008
Posts: 447
Some c-64 game makers have done impressive job in cramming a lot of content into a small space. For instance Elite had all this generated content. Then there were all these games with smooth animations that are in memory in some compressed form while one frame is being drawn. Not necessarily VIC hacking, but certainly the coders attitude has been to overcome platform limitations as with demos.
2018-02-02 08:45
ChristopherJam

Registered: Aug 2004
Posts: 1408
Quoting Jammer
Figuring out densest lemming crowds, grouping them, placing sprites there and writing data into sprites on the fly ;) Hence dynamic placed sprites are only matrix for lemmings' bobs ;)


Ah, nice. I missed that too.

I do think Oswald is right in that once you're relying on level design to ensure you can always manage sprite coverage, it should then be possible to precompute the sprite positions - unless of course you're just using the level design to "discourage" flickering.
2018-02-02 12:30
Digger

Registered: Mar 2005
Posts: 427
Unlimited Bobs Lemmings!
2018-02-02 13:04
Jammer

Registered: Nov 2002
Posts: 1335
One drawback is that levels are most probably gonna end up bitmap based but VSP to the rescue again, right? xD
2018-02-02 15:03
ChristopherJam

Registered: Aug 2004
Posts: 1408
Quoting Jammer
One drawback is that levels are most probably gonna end up bitmap based but VSP to the rescue again, right? xD


Haha probably. Though, I guess you could plot into four charsets instead and scroll by updating the character indices.

I had a thought about the lemmings themselves earlier too - if there are too many on a given row to be covered by eight unexpanded sprites, you could always X-expand them, temporarily halving resolution.
2018-02-02 17:03
Jammer

Registered: Nov 2002
Posts: 1335
Quoting ChristopherJam
Though, I guess you could plot into four charsets instead and scroll by updating the character indices.


Would be cool but I assume every char has to be unique for destruction to work correctly ;)
2018-02-02 17:24
chatGPZ

Registered: Dec 2001
Posts: 11357
this thread would get so many even better ideas on lemon =P
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