Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!usc!zaphod.mps.ohio-state.edu!rpi!dali.cs.montana.edu!ogicse!intelhf!agora!parsely!percy!tektronix!reed!orpheus From: orpheus@reed.UUCP (Aaron Semplers) Newsgroups: comp.sys.mac.games Subject: Re: Risk Keywords: color, graphics, sound, harsh Message-ID: <15722@reed.UUCP> Date: 21 Nov 90 21:04:54 GMT Reply-To: orpheus@reed.UUCP (Aaron Semplers) Organization: Reed College Lines: 61 | Chris Russo writes: | To tell you the truth, I've yet to see any really good action | games for the color Mac. And you know what? I don't think I ever will. | The Mac just can't animate worth a damn! I'm really tired of these | slow flickery graphics... We'll never have large smoothly scrolling | screens, continuous background music, a decent input device. I could | cry when I watch even the poorly written Amiga games. Its funny that the Amiga, hybrid product that it is, has such good graphics. It seems to me that the Amiga advantage is the number of hacks who have been able to afford it over the years, unlike Macs. I am quite certain that the Mac is capable of the graphics that you describe. I am not familiar with the Amiga, but I do have some degree of experience programming the Macintosh. We have the technology. Have you ever noticed that if a game comes out for the Mac, nine times out of ten, that game is black and white? And probably lame? As far as I can tell, there are three major reasons for it. {1} Most of the tweaks that write really good games are using classic Macs, at school, with no practical color or stereo capabilities anyway. It makes it easy, pretty fast, and lowers the common denominator. {2} Even if you have color and stereo hardware, there are many, many obstacles you have to overcome in order to take advantage of it. The guys at Apple who support developers do a damn good job, but there are still so many little things you have to do right that nobody ever happens to mention. These are little things that take a long time, even for an experienced programmer with a decent development system to figure out on his or her own. And then, you have to write the code necessary to support the classic Macs as well as the latest. So, once you overcome the Mac problems, and whatever problems you have with all the math involved to do sweet graphics and sound, there are secret, undocumented problems in one (or more) of the more popular compilers that take forever to get confirmed long distance. It begins to seem that in writing a game, life has become a game. {3} Assuming that after several months you have gotten this far, you are a well-versed Macintosh programmer with months of notes and a good understanding of the problems you will face as you write the game. If you remember what you set out to write in the first place, the thought of overcoming all of those obstacles again, in the context of the original application, can be mind-boggling. It almost becomes more appealing to write the next Illustrator 88 with everything you have learned or maybe some wild screen savers, anything but assembling it all over again. I set out to top a game for the IBM PC called Jet Fighter a long time ago. Granted, it was an ambitious project, but it turns out that what I thought would be easy was very difficult and vice versa. I'm one of the lucky ones. I'm over the hump with graphics, going into sound once I get the docs for the new Sound Manager, but anybody else would be starting from scratch. By the way, the reason I said that 32-Bit QuickDraw was just as important as the low cost machines is that it can reduce the time it takes to do really hot graphics from a year or more to a month or more. orpheus@reed "It's all becoming clear to me now..." (anyone who sent me mail, the vax was down for a while, please retry)