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ATB Challenge
#11
What's the problem here, guys? Do you have no skill? Wink Smile

This challenge is pretty easy for anyone with a rudimentary understanding of graphics commands. I think the no lib rule is what truly gives it the challenge. Any loser can slap together an ATB with a graphics library, but it takes skill to properly create a nice active visual scene without a backbuffer. And you don't even have to do it that way...you can always make your own backbuffer and your own buffered PUT...it's not tremendously difficult (maybe a little slow but certainly not impossible). Big Grin

C'mon! You can do this! This is a freakin' cakewalk! Big Grin
I'd knock on wood, but my desk is particle board.
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#12
Then we need a redefinition: This has become a pure QB graphics challenge, the ATB behind is just an excuse! Tongue
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#13
Fair enough Wink regardless, it's a pretty good applied pure qb graphics challenge Big Grin
I'd knock on wood, but my desk is particle board.
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#14
And so I think Smile
I wish I could enter this one Sad

Time---
SCUMM (the band) on Myspace!
ComputerEmuzone Games Studio
underBASIC, homegrown musicians
[img]http://www.ojodepez-fanzine.net/almacen/yoghourtslover.png[/i
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#15
The redefinition works. But dont you guyz think that when someone is provided with powerful tools you can produce a better finished product? This makes it actually more difficult to create a better product Wink
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#16
I think that's part of the challenge, bbq Wink

Back in the day, I used to enter so-called "NES tracking" compos. The idea was simple: create a piece of music in module format (any format was allowed) but you had to use a VERY strict method: only two "instrument" channels, and one "percussion" channel, and ONLY using square waves, sine waves, triangle waves, and white noise. The composers of NES tunes had these kinds of restrictions, and as such, the idea was to see if any of the composers of the time could come even close to the kind of mastery that the professional musicians had. Competing in such a limited compo really made you show some respect to the great composers who, somehow, made such great music come from such limited hardware (think: Nobuo Uematsu, Final Fantasy 1).
I'd knock on wood, but my desk is particle board.
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#17
heh, you can call it whatever you wan qbasic applied gfx challenge... i dunno the concept is still the exact same. Tongue personally i think the gfx would be the least concern... its not like you gotta even have sprites ;p you could have boxy the foursided warrior for all i care, i just wanna see some tru active battle system, cause i wanna see if anyone can make a cooler one than me Smile again, placeholder gfx are fine... i mean not 'cool', but fine Big Grin

just one thing must be clear. if it isnt true active time, you *will* be disqualifed even if ur gfx put ffX to shame Tongue

damn nek that compo sounds cooool with the tracking stuffs! i wonder if anything like that ever goes on anymore???? guess i should ask google
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#18
Quote:The redefinition works. But dont you guyz think that when someone is provided with powerful tools you can produce a better finished product? This makes it actually more difficult to create a better product Wink

Yes i do agree to some extent, but when you do not need the extra powerful tools, like in this challenge for example what's the point?

Now if this was a challenge to create a FPS in qb, or sumthing else that requires lots of speed then i would totally agree upon allowing asm powered routines.

I wish i had the time to do this, but i look forward to the entrys nontheless.
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