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Re: MAME For IIGS?



In article nathan@visi.com (Nathan Mates) writes...

>   Also, from talking to other programmers, we seem to have a surplus
>of game-capable programmers. It's *art* that's needed for a lot of
>things, and some programmers don't want their lame excuses for art
>released. Some (lurking) folks would be more than happy if a bunch of
>good artists spoke up.

    Another thing missing are good musician and composers, converting
MIDI files or using existing MODs doesn't cut it for games. Of course
high quality, original graphic art is another important component,
programming only makes up 1/3rd of what's required to make a good game.
These days Ninjaforce is basically what's left of all the good talent
in the GS world -- Jesse Blue's coding for animation routines, Clues'
incredible graphic art and Dreamer's MOD music, all rival just about
anything the FTA ever did.

    I had no idea there were still an ample supply of programmers
interested in writing games. As far as I knew, the only game being
actively worked on at this point was Kaboom! -- not surpringly from
Ninjaforce (Wolfenstein 3D is finished by now I'd imagine, but its
not moving because Logicware isn't sure what to do with it now).
As for graphic artists (Dave Seah, Dave Triplett, Matthew Crysdale,
Shinya Nagashima, Alvin Tan) they've all left except Clue. I can
still do some decent graphics, though haven't done anything for at
least 4.5 years now, back when I was working on the new graphics
for MODZap 1.0 (I had to stop because my monitor was dying). I've
replaced my monitor since then, but I'm not sure I'd have the
patience today to deal with palette limitions or a 60 Hz refresh
on my eyes the way I draw/color things pixel by pixel. ;-) I'd
still probably be opened to the idea though, if someone has a
good game idea.

Mitchell Spector
spec@vax2.concordia.ca