• devilish666@lemmy.world
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    1 month ago

    In era of hundreds of GB game, to see someone make game less than 2 MB is very surprising. it’s like we going back to NES era where every game fit in one single cartridge, no update, no DLC, and no resources hogging, everything was smooth

    • prole@lemmy.blahaj.zone
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      1 month ago

      Not less than 2MB, but Animal Well is only 33MB in total. That’s including any updates, etc.

      That’s so insanely impressive to me. One of the best games this decade, and it’s way under 100 MB

    • BlaestEgnen@feddit.dk
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      1 month ago

      This is more like a competition than anything, GameJams is an integral part of the indie games communities and something a fair share of developers likes doing.

      It’s a way to try to come up with new concepts and get feedback on it. Often with one or more constraints/themes from the specific jam you’re participating in

    • AnUnusualRelic@lemmy.world
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      1 month ago

      I used to copy Apple II games, and they ran in 48k and often shared a floppy. Some even did vector graphics, which was kind of like deep black magic back then. The Amiga (which could actually do graphics properly) people will tell you similar stories.

    • Khrux@ttrpg.network
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      1 month ago

      I did hear a point about general game dev trends which is how optimisation wasn’t really a step in older games like it is now. When confined to the MB scale, or even just the finite scale of a single disc, the process wasn’t one of bloat and then half-arsed optimization but hyper optimised from the get go. I don’t think this shift is entirely the performance budget of modern games, but the multi-platform, limitless upper end, no disc limit design of modern games.

  • RightHandOfIkaros@lemmy.world
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    1 month ago

    Wait, are entrants allowed to spread their game across multiple floppy disks, as was commonplace in the 90s?

    Bonus points for saves being written to the floppy without checking if there is important files there already, leading to a broken game if the save file is put on the wrong floppy.

    • MurrayL@lemmy.world
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      1 month ago

      the freshly prepared game must be able to squeeze onto a single HD floppy disk - that’s just 1.44MB

      Literally in the first paragraph of the article.

      • RightHandOfIkaros@lemmy.world
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        1 month ago

        Good idea, but then you cannot write the save to the floppy. Some older games would disable write protection to every disk instead of just the one you should store saves on. Lead to a lot of problems, you can imagine.

          • RightHandOfIkaros@lemmy.world
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            1 month ago

            Yes. Most floppies had a write protect tab you would slide to set whether writing was protected or not. However, when buying games some floppies didn’t have that tab exposed because the write protection was supposed to be set by the manufacturers when they created them for sale. On some games, they messed up and set the disk write protect to the unprotected setting (thus disabling write protection) on ALL of the disks and not just the disk they intended you to use for saves. If you didn’t read carefully, forgot, or were playing a foreign imported game in a language you don’t quite understand, you might accidentally write a save onto a disk you weren’t supposed to, and the games with this problem usually didn’t check to see if there were important files it was overwriting before just writing the save file.

    • MurrayL@lemmy.world
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      1 month ago

      And, to further honour the Zip drive, every game submitted must be corrupt and unreadable.

    • Prathas@lemmy.zip
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      1 month ago

      Holy moly, this is insanely awesome. Can this revive Chromebooks and ancient machines? Can it actually play YouTube videos with sound, though?

      • yogurtwrong@lemmy.world
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        1 month ago

        It is mostly an incredibly cool hobby project, nothing that you can daily drive nor something that strives to be daily drivable

      • I Cast Fist@programming.dev
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        1 month ago

        SliTaz might be an option, ~50mb image with Midori browser and other stuff; assuming the live image correctly detects and activates the wifi, it should be good enough

      • HexesofVexes@lemmy.world
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        1 month ago

        I’ve run it on a VM - it’s not the most stable experience. Then again, it does run like lightning!

        For chrome books, consider puppy Linux - it runs from a pen drive but can be installed.

        Tiny footprint for an OS, and well optimised.

      • AnUnusualRelic@lemmy.world
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        1 month ago

        Sure.

        All you have to do is write all the programs you need. You get an editor and a web browser to get you started!

  • taiyang@lemmy.world
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    1 month ago

    I actually had 5 and a quarter inch floppies as a kid and apparently they cap out at 1.2MB. They had pretty rad games, although I barely remember why we had like, hundreds of them, obtained second hand I guess.

  • melsaskca@lemmy.ca
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    1 month ago

    I remember installing “PowerBuilder” onto my machine back in the day. It was 22 floppy discs to get the complete enterprise edition installed.

    • titanicx@lemmy.zip
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      1 month ago

      Minimum specs

      Intel i5 or equivalent

      GTX 770 or equivalent

      8 GB RAM

      64 KB disk space

      That makes me laugh. 64kb space. But still needs 8gb of RAM and an i5.

      • raze2012@lemmy.world
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        1 month ago

        you might already know, but this is because the game has a small executable but basically spends minutes at startup generating all the possible textures the game will need procedurally.

        I do find it funny how they were nice enough to compress this executable, with the uncompressed version coming at a whopping 108kb. Meanwhile, the screenshots are each about 2MB

    • xthexder@l.sw0.com
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      1 month ago

      It seems they’re including the runtime in the size, and have prohibited web based games for this reason (unless you can find a browser that fits in 1.44MB). Submissions must be a native executable (I’m assuming for x86)

      • vala@lemmy.dbzer0.com
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        1 month ago

        Well technically since it compiles to wasm you just need a wasm runtime and a rendering system. Not a whole browser. Some people have reported getting wasm-4 games running on microcontrollers.

        • xthexder@l.sw0.com
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          1 month ago

          I’m sure you could do it with a standalone runtime, but it will just be overhead compared to compiling directly to x86, at least for the purposes of this competition. I’m a fan of WASM for a lot of other applications tho

  • nonentity@sh.itjust.works
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    1 month ago

    The raw capacity of a 1.44MB 3.5” diskette[0] is 2MB, 1MB per side. The FAT12 formatting chews >25% of its usable capacity. I realised this when the ‘backup’ systems for the Super Nintendo could write a 16Mbit cartridge to a single diskette.

    This raises the question: Is a console game up to 2MiB eligible?

    [0]: 3.5” are diskettes, 5.25” and 8” are floppies.

      • nonentity@sh.itjust.works
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        1 month ago

        I lived through all 3, and I’ve always called them diskettes. My recollection is they were called that in the original Sony documentation, which appears to be elided from my brief searches this evening.

        I’ll chalk it up to colloquial laundering, much like all 8P8C ports and cables now being called ‘Ethernet’.