[Coco] DynoSprite Demo 1

Richard Goedeken Richard at fascinationsoftware.com
Sat Oct 5 16:50:58 EDT 2013


Thanks for the kind words Nick.  I agree that good documentation is very 
important.  I will probably write a higher level overview document before 
releasing the code, but the low level documentation has evolved inside of and 
along with the code.  I don't anticipate having the time to devote to 
providing commercial-level support to DynoSprite, but primarily I would like 
to see it used as widely as possible.  I'm hoping that an open source license 
would help to achieve this.

Once I get into the game development I'll find some dev tools for making 
pixel/sprite art and tilemaps, and I'll write/modify scripts as necessary to 
use the output from these tools with DynoSprite.  Other developers using the 
engine could use the same tools, or modify the scripts as necessary to work 
with different tools.  Really DynoSprite is a means to an end for me, which is 
the action/adventure game.  I've been having a lot of fun thinking about what 
kind of elements could be included in the game.

Richard

On 10/05/2013 02:31 AM, Nick Marentes wrote:
> Magnificent work Richard!
>
> Good to see people creating products for our CoCo that others outside our
> community can stop and take notice.
>
> The speed is very good and flicker free. An excellent game engine. Great to
> see it used for a complete game.
>
> The key to adoption as a game engine is providing clear and easy to understand
> documentation and the provision of tools to aid the game creation process.
>
> I wonder if, rather than a game, it would be more fruitful in the long term
> for you to develop it further as a complete commercial grade game development
> package.
>
> A complete game showing what can be achieved would help to encourage adoption
> though.
>
> Again, good work Richard.
>
> Nick
>



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