ZX-News #20
19 декабря 1996 |
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about people ... - On the history of education and plans of the group "ZX-Masters".
About the people ... We continue to acquaint you with the known Petrograd programmers. Today we publish a letter from the guys from "Zx-Masters", in they tell about themselves, their plans for the future. Incidentally, in the annex you will find playble demo of their new mini-toys ... (C) Michael Blum To begin with, like, a group of ZX-Masters. When in 93 the year I joined Tehnolozhku in one of the first lecture was Lecture on Informatics. It was about azah BASIC on the "computers" Agate. " Through Fifteen minutes after the start, one guy broke down and began to throw the aged lecturer different unpredictable with podkovyrkami and ironic questions. Through Five minutes lecturer vzmok and say that today the opening lecture, and so - shorter, picked up his suitcase and ran out into the corridor. This turned out to be a fan of BASIC Dima Rudovsky. That's how we became acquainted with him, and within a few days formed Group ZX-Masters (while we were ardent admirers of the company CodeMasters). Before met, we already owned a little assembler, and then became together to invent and optimize different important routines - because at that time no books on the assembler, except for a statement handle was not. That had to either come up with something special, or break strange ... But the fruitful work, even then, however, as now, prevented studies at the institute. In addition, I have at the time was not drive, so I'm doing, basically, any nonsense - made cassette version of the disc games, racked loader'y etc. Of the programs during the 93rd year, had make only two byte-compressor and a number of utilities for hacking. Dima wrote at that time some toys, which are then abandoned ... Was in our company one more person - Paul Ryndin, which Dima was a friend before dating with me. Pasha became our chief designer. In the 94th, I finally bought currently drive - is now a reality to deal with more serious projects. Our first program were "lines" - analogue of the same game on the PC. Schedule to It drew Paul did play a part Dima and I coded menus. No musicians we did not know why the music is taken from other prog ... Dima then proceeded to write the next game, rpg, but soon gave up on number of reasons, including because of the fact that I refused to take part in work on her - something she did not like ... Following deficiencies became adventyura - codes were written by 65%, the schedule by 5% and I was already beginning to do its part in this game ... But then Paul left the group - it completely engulfed work FORMAT'om. Maybe we'll ever finish this project, but it will only If any artist draws for this game for more than 60 locations in one-third of the screen ... After analyzing all the setbacks, we Dima decided to make the first editor maps and sprites, as it became clear that without It is impossible to create a full-fledged game. Well done MAP 'SPRITE EDITOR, first working version of which appeared in the September 95 th year since we are constantly improving it and insert all the new and new features. Despite the fact that this editor could generate income, we use it only for their own needs. With it, made all the sprites and all For our next game - a game "Double Xinox". It was for us, as it were a testing ground for testing construct dynamic games. We worked on it during six months from January to June 1996, but could finish earlier, if not an institution, and some delays with the music. Incidentally, I have long promised to tell her immortality: to get into the corporate cheat mode, you must choose for the second player keys C, H, E, A, T, and exit the menu by pressing "E". Yes, I almost forgot to get to the epilogue after the 80-th level, you must score at least 2560 points. And one more "gadgets" on there request _nekotoryh_ friends, and only they know how to use it! We are working on the next game program - HEADBALL. Despite the fact that At first glance it may seem primitive, it cool ("rzhachno") play the more so because now you can see the demo version, only 25% of the total ... Do not pay attention to glitches and imperfections - _all_ are already eliminated and in full version everything will be OK Differences between the full version of the demo described in early playble demo, draw your attention only some: 1. Card Support GENERAL SOUND - already There is an agreement to that effect with the GS of the generating company. I must say, it will be full 8-bit music. 2. Appear more "clownish" species game. There will be several different landscapes with animations in the background. 3. It is planned to insert the hidden part - Now she is ready for 70%. It can be seen only by those who buy the game from the authors ... In parallel with the creation of HEADBALL'a are working on writing a multilevel game "BUGS - electronic bugs" - it 's demo we insert into the finished HEADBALL! Each level will take at 80K, they will all be different in content - from the labyrinths and Race to the text of the strategy. While written in only 40% of the first level. This will be a huge labyrinth in the industrial building, from where to run, using Various bugs, bombs, lasers ... In addition, we razarabotali and have already started kodit bitwise compressor with new compression algorithm. Without the shell it will be ready for February-March. We expect from him good level of compression, at least higher than that of LPC ... On this, like, everything. I'll meet you in our new prog. SpbZxNet (812/01.18) @ Mike Blum __________________________
Other articles:
SpbZxNet - Error starting network users. |
about people ... - On the history of education and plans of the group "ZX-Masters". |
From the authors - The last issue of this year ... |
Letters - What are ZX'y ... : Scorpion-256, KAY-128, KAY-256. |
Advertising - Advertisements and announcements ... |
Network News - What is happening in SpbZxNet? .. |
Tips Wizard - How can I finish a good connection with the BBS (+ scheme). |
Humor - "Telestsenary: Salvation-911. |
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