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Craig Stern
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« on: January 15, 2009, 02:06:39 PM » |
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This is just unreal. Rock Paper Shotgun reports that this game is 432 KB in size. How is that possible? I have no idea. But it looks pretty darn neat.
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Caio
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« Reply #1 on: January 15, 2009, 02:08:31 PM » |
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Take a look at .kkrieger for some serious compression. 
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Craig Stern
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« Reply #2 on: January 15, 2009, 02:26:34 PM » |
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Bennett
Jinky Jonky and the Spell of the Advergamez 3
Level 10
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« Reply #3 on: January 15, 2009, 02:27:38 PM » |
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this game is 432 KB in size. How is that possible? Are you serious? Most Amiga games are less than 432KB in size, and have rather a lot more in the way of both logic and bitmaps. (Not criticising this game, mind you, it looks cool.)
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Xion
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« Reply #4 on: January 15, 2009, 02:30:43 PM » |
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I totally played this game last week sometime and thought "this is cool" and then forgot about it. Never noticed it was so tiny though. Awesome/sweet/rad.
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increpare
Guest
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« Reply #5 on: January 15, 2009, 02:30:52 PM » |
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Okay...that was pretty fun...amusing to dip my feet into, and had a nice enough retro feel.
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Tanner
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« Reply #6 on: January 15, 2009, 02:53:55 PM » |
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I really dislike the plane controls. I wish that the AD rotated and the mouse turned the plane.
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First play the game, then let the game play you, then you play game. - Hamletz
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increpare
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« Reply #7 on: January 15, 2009, 03:03:49 PM » |
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I really dislike the plane controls. I wish that the AD rotated and the mouse turned the plane.
that was pretty weird alright, but I got used to it...
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Craig Stern
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« Reply #8 on: January 15, 2009, 03:45:08 PM » |
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Are you serious?
Yes, I'm serious. Some of us just aren't that old. 
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Don Andy
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« Reply #9 on: January 16, 2009, 12:59:08 AM » |
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Did you know...
Everything in A New Zero is procedurally generated at run-time, meaning the entire game fits in one 432 KB executable (1/10,000th the size of Left 4 Dead). All textures, models, music and sound effects are created using complex algorithms, or sometimes simple algorithms. Also all of the design and programming is done by one person: me.
Is that you, Bob?
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William Broom
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« Reply #10 on: January 16, 2009, 03:58:19 AM » |
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Take a look at .kkrieger for some serious compression.  .kkrieger was so disappointing. They spend all that effort on compressing it and not a single ounce on actually designing the game.
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MisterX
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« Reply #11 on: January 16, 2009, 04:17:52 AM » |
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.kkrieger was so disappointing. They spend all that effort on compressing it and not a single ounce on actually designing the game. It's not a real game, it's more like an interactive tech demo by one of the leading groups in this graphics demo scene.
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Alex May
...is probably drunk right now.
Level 10
hen hao wan
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« Reply #12 on: January 16, 2009, 04:20:05 AM » |
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.kkrieger was so disappointing. They spend all that effort on compressing it and not a single ounce on actually designing the game. It's not a real game, it's more like an interactive tech demo by one of the leading groups in this graphics demo scene. Sceners generally seem to be a bit blank on game design, in my experience. Too bogged down in hardcore programming (and usually their own egos) to actually know what's fun.
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falican
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« Reply #13 on: January 16, 2009, 04:45:04 AM » |
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We had a network game of this at lunch today at work. One person downloaded it and suddenly half the office was on board. We couldn't quite get the planes working right but the gunboats are certainly fun. It isn't 432kb but it is under a meg which is pretty impressive considering lots of the libraries you often use are bigger than this.
It is in beta so it has a pretty brutal learning curve and the controls need polish. But it is really neat and I love the graphical styling. The network game *just worked* which is always nice.
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Movius
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« Reply #14 on: January 16, 2009, 05:36:43 AM » |
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.kkrieger was so disappointing. They spend all that effort on compressing it and not a single ounce on actually designing the game. It's not a real game, it's more like an interactive tech demo by one of the leading groups in this graphics demo scene. Sceners generally seem to be a bit blank on game design, in my experience. Too bogged down in hardcore programming (and usually their own egos) to actually know what's fun. Normally, I'd agree. But, if i remember correctly, .kkrieger was meant as a tech demo for the makers' game development software. Not sure what came of it, but i think it was basically a set of tools to help enable developers/artists/etc. to make 'real games' using the ridiculous compression techniques of 64k games.
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