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Member Since 03 Jul 2012
Offline Last Active Aug 25 2012 07:22 PM

Topics I've Started

Roller Coaster Tycoon written in Assembly.

21 August 2012 - 12:27 PM

This is an old game, so there might have been a post written somewhere about this, but I've stumbled upon this and I find it rather ridiculous. So it seems RollerCoaster Tycoon was one of the last commercial games to have been written by a single programmer... and in assembly!

Chris Sawyer originally wanted to create a sequel to his highly successful Transport Tycoon, but after becoming obsessed with roller coasters, he changed the project into RollerCoaster Tycoon. Sawyer wrote RollerCoaster Tycoon almost entirely in assembly language, a difficult process given the game's complexity. Some functions were written in C to interface with the Windows operating system.[1]
The game was to be called White Knuckle for the majority of the game's development. However, to follow the tradition of the Tycoon titles, the game was renamed accordingly.
For his efforts, Sawyer received over $30 million of the $180 million brought in by the highly popular game.
A feature length movie adaptation is set to begin production, as Sony Pictures Animation has pre-emptively picked up rights to the video game. Harald Zwart is spearheading the development of the big-screen adaptation as a possible directing project and will executive produce. David Ronn and Jay Scherick are attached to write what will be a live-action/CGI hybrid.[2][3] Chris Sawyer is represented by London based interactive rights agency, Marjacq Micro Ltd.

I mean this is really impressive. I wrote a generic number sort in Assembly as part of an assessment in my early days of CS in school and I took the whole experience as one unpleasant ride into hell. I can't imagine writing a whole game. I just thought I'd share this here. Have any of you written anything serious in assembly?

Source :


Few general questions on game mechanics

28 July 2012 - 10:32 AM

I have a load of experience in management programming and I've been tinkering with SDL for some time now. Things have been going smooth. Although I have some questions on how some game-related features are achieved :

1- If you write a card game, similar to Magic the gathering. How do they handle the size of the cards with the art on changing resolutions? I've used vector images before, but they were only used to define the cards shape, the actual art was still a regular image and re sizing caused blurry results.

2- How are special effects handled? I've seen people iterate over a sprite that basically holds the different stages of an animation, is this an acceptable approach?

3- Moving objects on the x,y axis is simple, but it feels very blocky. Does anyone have a resource to how to implement smoother animations, like ease out etc(I'd like to move a block from point A to B in a smooth animation).

4- On lazyfoo's website there is an example of a street fighter game and he explains that the collision boxes are stuck to the characters http://lazyfoo.net/S...esson18/sf1.jpg
How exactly do they implement this, I mean how can the boxes follow the sprite?

5- Lastly, I've written a few games and I was planning on working my way to a few more until I get a taste of all the bases with SDL. I've noticed though that I spend a lot of time on new projects to re-make a game loop or a state machine and I feel like it's a bit of a time waste at some point to re-implement these things. If I were to embark on a serious project would it be reasonable to implement the whole engine myself? It sounds a bit overkill. I mean SDL provides surface blitting and most basic tools, but it seems like incredible work to get a decent game made with it. Perhaps the projects I've worked on up till now were little. That doesn't mean I haven't written some generic classes to get repetitive tasks done such as timer handling and such, which I paste into new projects, still it's bothersome.

Wrote First Game[SDL/C++] - Feedback

03 July 2012 - 07:18 PM

Hey guys, some colleague of mine asked me to learn SDL. So yesterday I went and skimmed the API along with one or two tutorials. I figured I'd start slow so I wrote this Tic Tac Toe game.

I wouldn't mind any kind of feedback either on the code or the game, anything is appreciated. It's written in C++. I was cut short because of a work project(Income!!!) so I didn't implement any proper AI unfortunately. Took around 8 hours, I had forgotten a lot of things about C++ since most of my experience comes from Java Swing(Eww). Everything is from my mind, my pencil and a blank sheet of paper. Didn't want to inspire myself from any of the popular methods for finding the winner, I will take a peek into the AI algorithm just for my personal culture though.

Expect to see more interesting games coming along with each step I take. I'm probably going to make a <game of life> type just because I'm curious and then probably a poker game(I wrote an engine in Java a year ago), then probably step away from turned based games and go on to make the best game in the worldPosted Image .

Worst case scenario this might help someone or inspire people.

Have fun.

Oh I forgot, my laptop is in repair so I had to use the dreaded Visual Studio so I can't offer any makefiles for Unix

Oh yeah and, I haven't tried multiple grid sizes. There's no loop to construct the frame initially so that would have to be done manually... my fault Posted Image