barrym95838 wrote:
@pnoyes: Nice work on the Dodo, Peter!
@jsii: I totally know what you mean about the way games used to be, and I always gravitate toward them as well. Even though my poor reflexes never allowed me to excel at any of them, I have a genuine appreciation for the way the programmers of the 8-bit "classics" were able to achieve the proper playability with whatever hardware resources they had available ... it's an art as much as it is a skill, no doubt, and it would be a shame to lose this art form, in the jet wash of all the multi-MIPS monsters of today.
Both of you should consider starting your own threads here, where you can share more details about where you've been and where you're headed.
Mike B.
Thank you very much, Mike.
I wouldn't mind starting a thread; I probably wouldn't do it just now because
I like results along with thoughts. As soon as I have anything to show/share,
I'll keep in mind the possibility of making a thread. Another reason for not
starting it right off is that a good thread should be 'maintained' properly,
and that in itself is a mind-involving skill.
With regard to your reflexes and from my point of view,
if you enjoyed playing the games then 'the condition was met'
and you are also 'right there' with it and are a good part of it.
In other words, the game achieved [part of] its purpose
and you are part of that achievement; something very good for you.
Machine language programming, beyond a certain degree of excellence, is an art form
and then far more. The same can be said of electronics creation and also of games.
Just as anyone can grab a brush and put colors on a canvas and call it 'a painting',
many people can logically tie electronics parts together to achieve a result, or put opcodes
together to get some work done from a microprocessor, or write some lines of 'code'
and call it 'a game'. But none of those actions imply excellence or more, or what I call
'a satisfactory degree of achievement' for the work; they just point to working 'mechanisms'.
I have learned that the essence of a good electronics design is not in the schematics itself
or just in the finished creation; it's particularly also 'between the lines' of the schematics
and beyond the layout of the hardware (if anyone can get the meaning of it).
A similar concept applies to machine language programming and also to games.
Videogames today are abysmally inferior to those from the past because they lack 'something'
that technology alone simply cannot provide. You can say the same for electronics and for
programming in general, despite the breakthroughs and the improvements.
The artist is willing to go with the art, and the reward of color is color itself.
As long as the essence is there, the game will be there.
I'm headed for the [next] good game.
6502 persists because it still exists without corruption. Its principles remain true.
I see that you (people here as a group) have a good 'thing' happening now. I see possibility.
In my opinion and observation it seems close to art, from a hardware design point of view.
I hope you can avoid 'the loop' and actually achieve persistence
for yourselves.
Thank you again, Mike.