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"Game Development in Eight Bits" by Kevin Zurawel

562K views · Oct 13, 2021 · Science & Technology

Comments · 373

  • @DlcEnergy · 2 weeks ago

    <a href="https://www.youtube.com/watch?v=TPbroUDHG0s&amp;t=1312">21:52</a> &quot;There&apos;s this gr8-bit&quot; Haha, get it.

  • @Berdlyknowsitall · 2 weeks ago

    2KB should be enough for anyone.

  • @reginaldstubtoe4185 · 2 weeks ago

    64 colors? nope.

  • @jerobarraco · 1 month ago

    I truly love the conclusion!<br>I&apos;ve been working for very long, and one of the things it truly inspires me from Nintendo and other Japanese game developers is how good they are at thinking creative, pragmatic, and effective solutions. This also applies to hackers (by that i mean security engineers, not cyber criminals, though i guess they are creative too).<br>I&apos;ve met too many developers that are constrained by &quot;standards/best practices&quot;, that they believe to be set in stone and came from a god. And can&apos;t seem to realize that one is in control of what one wants to do, and that those &quot;best practices&quot; are arbitrary rules that someone just came up with.<br>Time and experience also let me to see with my own eyes, how many of these so called &quot;standards/best practices&quot;, are just transient, and restricted to a time and place. Pretty much like any fashion or fad.<br>Like Steve Jobs said &quot;spending your life trying not to bump too much into the walls of the box, without realizing that everything that was created was done so by someone like you, not much smarter than you.&quot;.

    1

  • @winterzee · 2 months ago (edited)

    I remember playing that Atari 2600 tank game, but could never remember the name.

  • @SnakeEngine · 2 months ago

    Sometimes stupid can be genious, and vice versa :)

  • @devloghat · 3 months ago

    It&apos;s amazing how we still use tiles and a single point within a rectangular bounding box to determine collisions. Except the bounding box &quot;triggers&quot; the collision event so you can also have precise collisions or rotating rectangles...<br> &nbsp;<br>Of course, computers these days can store many more animated tiles/sprites that get loaded when needed. This can add up quickly to our file sizes and memory. Perhaps we should back to our roots?

  • @gregorysimon7694 · 7 months ago

    Great talk, thank you for this conference!<br>The NES was my first console, and I was extremely curious about how it worked (even when I was 9 years old).<br>Like you, I gave up on game development after my computer science studies (I’ve been a Java developer for more than 15 years now).<br>Still, I kept an eye on the resources I could find on the Internet.<br>Now I’d really love to build at least a small NES game prototype.<br>I’m heading to your website right away.<br>Thank you!!

    3

  • @thanatosor · 10 months ago

    64 Tiles / Screen<br>Level Data = ID + Tile-Meta <br>Collision Shape change per player state

    5

  • @thanatosor · 10 months ago

    2025 GameDev be-like : How to fill-up all 8GB VRAM that user have ?

    6

  • @KipIngram · 1 year ago

    I rather disagree with your ratings of the random number generator. &nbsp;The 256-number table was the stupidest. &nbsp;Only 256 numbers and they were entirely repeatable. &nbsp;The first one - fine, particularly for the day. &nbsp;If it was designed properly it would give 65535 numbers before repeating, and they&apos;d seem fairly random. &nbsp;That was the &quot;go to method,&quot; so to speak. &nbsp;But the other one, with the &quot;add frame number over and over&quot; - that&apos;s not entirely stupid. &nbsp;It&apos;s the only one of the three that actually harvested randomness from the system itself. &nbsp;There&apos;s no telling how many times it would do that add before stopping. &nbsp;And I imagine most of the time it wrapped around several times, so once again you get random LOOKING results. &nbsp;It&apos;s not awful.

    4

  • @LorenHelgeson · 1 year ago

    <a href="https://www.youtube.com/watch?v=TPbroUDHG0s&amp;t=1400">23:20</a>... Very interesting. I just realized the Contra method for random numbers is the exact same method used in Metroid to generate pickups. It&apos;s probably also the same method that is used to generate the &quot;demon shrimp&quot; attack in the &quot;Jashin&quot; final boss of &quot;Ninja Gaiden.&quot;<br><br>Among many other uses, anyways. Probably one number to determine when the shrimp get spawned, and a second number to determine its &quot;trajectory.&quot; Just me? Certainly is the &quot;stupidest&quot; method, as the guy says. But it does the job well enough. With the chaotic nature of everything else in the moment of the game, it creates just enough of a pattern to simulate &quot;true&quot; randomness. Thanks again for the great video.

    3

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