Re: Windows Assembly
- From: Philip Smith <spamandviruses@xxxxxxx>
- Date: Tue, 13 Sep 2005 06:46:48 GMT
Whew! Have you any idea what is involved in writing such programs?
I think so.
A modern game requires a lot more than the 3D engine. It is a team effort that can take a year or more to get up and running.
Well, I wasn't going to make anything that complicated. Just enough to be fun. I'm not planning to make a game that outshines DOOM III or anything like that, instead I just have different ideas about what I think would make a good game, and since it seems that no one else has those ideas, I thought I might be the first one to make such a game.
http://www.gamedev.net/reference/list.asp?categoryid=20
Look for Subcategory: Win32 Assembly
Where does this INVOKE thing keep coming from? Obiously the API calls require some kind of header file and whatever this INVOKE macro does, but I havent discovered where the header file is, or what this INVOKE macro does.
I haven't looked at anything much yet today. I did talk to a friend on the phone, and from that I think that I might download Dev-C++ and play with it for a while, and decide from there if I want to go with assembly or not. I think I can learn to live with what I hate about C.
I used the 320 x 200 x 256 color mode 13h most of the time. Although I had an assembler routine to use 640 x 400 x 256 color mode I never actually got around to using it with C.
The best 256 color mode VGA can do is 320x480. There's a hardware limitation that causes 256 color modes to require two dot clocks per pixel, and so you can't have both 640 pixels and 256 colors at the same time.
I think you should be motivated by the love of writing games not the money.
Ok...
The price of a game is determined by the market place. If it is worth $50 why settle for $5? If it is worth $0 than don't expect the $5.
So how do you determine what it's worth?
You sell it at different prices, basically. A low price will make a lot of sales, but you don't make much money on each sale. A high price will make a lot of money on each sale, but you don't make many sales. Somewhere in the middle is where you want to be, but how do you determine what price will put you in the best place?
All I can do is show it to my friends and get their opinions.
For what I'm planning, I think that $5 will be about right, but if I put a lot more work into it that what I'm planning and it ends up being some super great game, then I'll definately reconsider how much I should ask for it.
This is the problem for Linux, getting the hardware drivers.
The problem with Linux is that it doesn't have a graphics API. No API means no function for a video driver to perform which means no video drivers.
What would a Linux video driver look like? An X server? An SVGAlib compatible library?
I would be interested to know what you think of RosAsm and its tutorials.
RosAsm: I don't like the syntax, but I still think it's pretty cool simply because it allows multiple instructions on a line.
Tutorials: A zip file full of so many executables scares me, and thus I simply deleted it.
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