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T O P I C
Sellouts & Buyouts
February 15th 2003, 02:24 CET by Eric T. Cheng

In the past few years, the big name game publishers have been buying out developers and smaller publishers. Titus bought Interplay. Infogrames had bought GT Interactive, Hasbro Interactive and Shiny. Activision had acquired Grey Matter, Luxoflux Shaba, Treyarch and Z-Axis. Microsoft bought Bungie and Rare. Take 2 acquired Barking Dog and Angel Studios.

Recently Square and Enix merged, and now Sega and Sammy have consolidated.

Gone are the days that it took a few thousand dollars and three developers to make a game, marketed by shareware on BBSes. Now it takes a few million dollars and at least two dozen developers to make an "A" title game that may break even.

Are the days of the independant developer and small publisher dead? Will we expect to see a Hollywood studio type of business model where only a handful of powerful studios control the content in movie theatres?
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#1 by bago
2003-02-15 02:28:31
manga_Rando@hotmail.com
CONsolidation - makes it happen...


Consolidation! coming together!

The seeming unanimity among poets makes them look suspiciously like a herd of independent minds.
#2 by Lobo
2003-02-15 02:32:07
Hmm, I think I may have pushed this one over the edge.  Neat.

To answer the question at hand, I think that independent developers and small publishers will persist.  The cracks we must look through to find these rarities will grow ever smaller, however.  And most consumers won't even approach the metaphorical fence.
#3 by Creole Ned
2003-02-15 02:40:56
Independents will never go away. The big independents like id, Valve and Epic are probably the last of their kind, at least for the forseeable future.

"I don't bemoan the great paste" - LPMiller
#4 by Matthew Gallant
2003-02-15 02:54:59
http://www.truemeaningoflife.com
I'm trying to remember the first time I read someone saying that small development houses could never again hope to compete with the big money. Probably back around Wing Commander's release, I guess.

"Is the internet making people less intelligent?"
"You mean like how video cameras cause thrown objects to hit men in the crotch?"
#5 by bago
2003-02-15 03:03:49
manga_Rando@hotmail.com
The content gulf has widened considerably since then.

The seeming unanimity among poets makes them look suspiciously like a herd of independent minds.
#6 by Matthew Gallant
2003-02-15 03:05:24
http://www.truemeaningoflife.com
So has your mom.

"Is the internet making people less intelligent?"
"You mean like how video cameras cause thrown objects to hit men in the crotch?"
#7 by Your Friend
2003-02-15 03:55:09

The content gulf has widened considerably since then.


Yeah games with extremely small development teams -- like say Rollercoaster Tycoon, or RCT2 -- have no chance of ever making any money!

2000/XP is better than Win9x in every way.
#8 by "Dinglehoffen"
2003-02-15 04:03:38
fda fdas
No more saving the do-nothing, fencesitting French. We've saved their petite arses twice. Now they're on the shit list. And Germany, who classifies us as a "nation of warmongers" seem to have easily forgotten their 6 million plus murders by their wonderfully worshipped Hitler. First Hitler, then Saddam. When will Krauts ever learn? They just can't get it right, can they? Silly Germans. The French trying to live peacefully in the United States have thier work cut out for them.
#9 by bago
2003-02-15 04:22:15
manga_Rando@hotmail.com
And that has WHAT to do with content?

The seeming unanimity among poets makes them look suspiciously like a herd of independent minds.
#10 by TheTrunkDr.
2003-02-15 04:23:30
a trollin we will go a trollin we will go...

Sure, it might happen in some fantasy land like Canada or Holland, but not in the real world. - Shadarr
#11 by jjohnsen
2003-02-15 04:27:44
http://www.johnsenclan.com
Dingle, if you are back among us, at least login.

Is it a lack of money that made RCT2 more of an expansion pack than a sequel?  Maybe if Chris Sawyer would have had some big studio helping him he could have updated a litle more.
#12 by Your Friend
2003-02-15 04:55:42

Is it a lack of money that made RCT2 more of an expansion pack than a sequel?  


I was being sarcastic, of course.  Lack of money? Rollercoaster Tycoon is one of the best selling PC games ever.  And RCT2 is selling real well too, despite the 'expansion pack' label.

2000/XP is better than Win9x in every way.
#13 by Sgt Hulka
2003-02-15 05:03:57
The Dinglemeister is back?!

#14 by Dinglehoffen
2003-02-15 05:37:36
Fanny Fungus
okay, if France isn't 'good enough' for the elitist intelligentsia here, then how about this? HAS ANYONE PLAYED RUNE SWORD 2 AND HAD FUN WITH IT?   Well? Huh? i'm WAITING!!!! *taps foot, arms folded, eyes squinting with the dim cynicism of life*

"Woo-hoo! Do NOT go in there!"
#15 by LPMiller
2003-02-15 05:39:24
lpmiller@gotapex.com http://www.gotapex.com
Goddamn Dingle, we missed ya. The trolls we have now just....suck.

I believe I can fly......urk.
#16 by jjohnsen
2003-02-15 06:57:20
http://www.johnsenclan.com
I was being sarcastic, of course.  Lack of money? Rollercoaster Tycoon is one of the best selling PC games ever.  And RCT2 is selling real well too, despite the 'expansion pack' label


I know it is selling well.  I played the first one for months, then played the second one about 5 times.  I understand he has millions now, did Sawyer not want to spend any of it on the second game or did he just not have any more ideas left?
#17 by jjohnsen
2003-02-15 06:58:24
http://www.johnsenclan.com
At least Dingle is pretty good at being a troll, the ones we have now seem to drift in and out of trolldom.
#18 by bago
2003-02-15 07:08:23
manga_Rando@hotmail.com
Never played rune sword, or rollercoaster tycoon. Hell, I'm not very far past balmora in morrowind.

The seeming unanimity among poets makes them look suspiciously like a herd of independent minds.
#19 by Danc
2003-02-15 07:30:33
danc@anark.com www.lostgarden.com
In some ways it has become 'easier' to develop an independent game.  

Development changes
Back when we made Tyrian, we had one programmer, one artist, and one musician.  The painful part was that the engine needed to created from scratch and the content creation tools were all custom built little beasties that required a solid understanding of wacky programmer logic to use.  The result was a substancial delay working out all the bugs and building up the game to the point where it could be vaguely playable.

Now you can get a reasonable engine with decent tools for close to free.  Torque has some interesting ideas and there are a half dozen free engines.  If all else fails, you can make a mod for an existing game like Unreal X or Quake Z.  It becomes more of a matter of intelligent scripting and content creation.  

Properly leveraged these tools allow a tight team of 1-3 people to make an extremely polished game that meets increased consumer expecations.  The scope of the shareware projects can get larger because the tools are better.

Publishing changes
Back then, Epic would take 40-50%? (My memory is fuzzy on the numbers).  This covered distribution, sales staff, boxes, tech support, and of course advertising.  In a large part, you were paying for the sales network and brand that Epic had built up at that point.

Now, you can take care of all the distribution with a downloadable version of the game.  You can take care of sales with a simple e-commerce site like PayPal.  Total cost? Maybe $50 a month + 1.5% of credit card sales.

The brand recogition is still painful.  Advertising is expensive, and PC gaming mags tend to be difficult to get major press in.  You can start a small buzz in niche fan sites and perhaps in forums.

Finances
The money side of things doesn't look too bad if you can get the numbers and longevity.  2000 yearly sales at ~$30 is ~60,000 in revenue.  Not too unreasonable for one person, but a bit thin for a team of two.  On the other hand, you are not looking at needing to sell 100,000 copies just to get a publisher to deign to speak to you.

If it took a year or two to developer and the sales period only lasts a year then you are in trouble.  Ideally, you take your year or two to start off the project and then every game you create sells for at least two years.  This allows you to overlap projects and have a steady income.

A reasonable example of this model is a company like [url=http://www.spiderwebsoftware.com/]Spiderweb Software[url].  Niche RPG products, long product lifespans, overlapping products, and small teams.  They also have been around long enough that they've built their own brand.

Apologies for not trolling,
Danc.

Just this guy.
#20 by Danc
2003-02-15 07:31:27
danc@anark.com www.lostgarden.com
Though I suck at using these tags.
-Danc.

Just this guy.
#21 by Charles
2003-02-15 08:06:21
www.bluh.org
Love for Valentine's Day

"People who give John Edwards money are stupid, and you're stupid for defending them, stupid."  -- Your Friend
#22 by Your Friend
2003-02-15 08:30:21
The sceenshots trigger a 'looks like Splinter Cell' response.   Probably due primarily to the extreme use of projected shadows.

2000/XP is better than Win9x in every way.
#23 by JMCDaveL
2003-02-15 09:51:59
I would just like to say that Tyrian rocked, thank you and goodnight.

--jmc
#24 by Gunp01nt
2003-02-15 12:54:22
supersimon33@hotmail.com
isn't Tyrian that Xenon 2-style top-down scrolling shooter? I loved that game!

"Since most elephants don't comply with the AGP 2.0 specification, we recommend that God does a product recall on all elephants"
#25 by Neale
2003-02-15 12:57:15
neale@pimurho.co.uk www.pimurho.co.uk
It rocked. Loads of easter eggs in it, too.

You can't derail this train of idiocy, Shadarr. Not even with a big fat cow of logic on the tracks. - Bailey
#26 by Ng Yo
2003-02-15 13:09:25
''';;';';;';;;'';;''';;;'';;';''';';;';;'';;';';;;;;';';;'';;';';'';;;;';';';'';';;';;';'';;''

that's Nali for:"who gives a fuck!?!"
let them die by the wasteside.. fuck'em ALL!!

Ng out.....
#27 by "Parrots Basement's Mental Masturbation!"
2003-02-15 13:44:17
Are the days of the independant developer and small publisher dead? Will we expect to see a Hollywood studio type of business model where only a handful of powerful studios control the content in movie theatres?


As far as my humble 3-cent armchair wisdom goes,

Yes... The 50s and 60s (When they made "Plan 9 from outer space", worst ever film of that time) saw an independant film maker boom, and then it never came up again. Even today's promised digital camera revolution has produced nothing much. (Yes, eh... blair witch, but that's just this one film...)

In a sense, this process of "institutionalization" of emerging industries is needed for there to be new industries to come up... Who cares if in 10 year's time, the internet, games are controlled by a single corporation... By then "new toys" will have come out that make it look as dull as trainspotting...

Of course there allways will be independant game makers, but they and their crowd will start to look more and more like artsy-fartsy outcast nutjobs, I don't think you will like what these independant game makers of the future make... it will probably suck even more than what the cartels of big firms/monopolies do.
#28 by "Parrots Basement Spreads his Supersonic V-Wings!"
2003-02-15 14:06:45
Someone I don't want to know,
At least Dingle is pretty good at being a troll, the ones we have now seem to drift in and out of trolldom.


If your avatar had a mind of its own, it'll be feeling pitty for you! And now I must go, I fear that too much exposure to web-boards is going to have me say things like the nonsense above...

Have a fun weekend, god-dammit!
#29 by Marsh Davies
2003-02-15 14:23:37
www.verbalchilli.com
pitty

Like, full of pits?

#30 by MCorleone
2003-02-15 15:00:05
You know what I love about the future?  Every woman wears metallic or grayscale lycra or whichever form-fitting super-material 3M creates by then.  The future looks yummy.

I hate to advocate drugs, alcohol, violence or insanity to anyone, but they've always worked for me.
-HSThompson
#31 by MCorleone
2003-02-15 16:01:34
Wow.  Not that I read it, but it looks like Salon will go 404 at the end of Feb.

I hate to advocate drugs, alcohol, violence or insanity to anyone, but they've always worked for me.
-HSThompson
#32 by The_Joker
2003-02-15 17:15:00
http://www.jackinworld.com
Amemricans!

Don't forget to check this out!

In the mean time, check this out.

Joker, Ph.D. Procedural Assholian Behaviour, Pedophilosopher
- All your ass are belong to my wang Jafd. Prepare to are penetration.
"I fart in THX." - Sgt_Hulka

PENETRATOR: Rise of the Wang Cuming March 19 (Wang Wednesday)
#33 by Scott Miller
2003-02-15 18:09:33
scottmi11er@hotmail.com
Here's a litte something I posted recently in another forum, that relates well to this topic...

~~~~~~~~~

Kiss Original Titles Goodbye?

The following quotes are from an article appearing in the current issue of Develop magazine (issue 25, Feb. '03), by Les Edgar, who helped set up Bullfrog in 1987, and later became a V.P. at EA. Now he invests in several British dev studios, and consults for others. He's definitely connected.

The article is titled, "Things can only get bitter."

The author starts the article off commenting about all of the recent studio buy-outs and shut-downs, and that things will only get worse. The power is shifting quickly to publishers. He writes this article saying that he has been discussing this topic with many other pubs and devs for months, and these are his resulting conclusions.

A few of his statements:

o "What's the purpose of independent developers? Well, because the developer can't afford the big money to buy a license and the publisher won't fund him to produce an original game, the developer ends up as work for hire. Nothing wrong with this, but you won't get rich quick and all those ideals about making your dream game go out the window."

o "How many original titles have been published over the last two years? The chart information would suggest that there are very few making money (discounting sequels, like GTA)."

[Scott's comment: I've researched this myself recently, and it's very true. If you examine the top 20 lists for the past year, hardly any first-time original, non-licensed titles appear. Max Payne might be the biggest such success we've seen in the last two years. Halo is also up there, but limited in sales due to being on only one platform.]

o "People thus have to realize that if they don't wake up and take some fundamental steps, the likelihood of them surviving as independent developers creating original titles is very low indeed."

o "Another reason to exist as a developer is that you provide a pool of talent for publishers. Most larger publishers have producers who spend a lot of time doing the rounds in case they come up with useful contacts. They're not necessarily interested in the wacky game ideas you have. They let those ideas down gently, but every so often spot some talent that may be worth employing."

o "The independent developer represents a low financial risk to the publisher, especially when the publisher very often ends up owning the IP in any game that is developed."

o "Conventional thinking used to be that developers believed they could come up with an original concept and be successful with it, and that publishers needed those original titles to be able to generate lots of cash from the sequels. But I don't believe this is the case any more. Publishers are getting more and more comfortable with the idea of focusing on mass market licenses they buy in. I truly believe this will see the end of the original title developer."

o "So how do you deal with it? The bad news is I haven't got a solution. The simple answer is just create a great game, creating and owning the IP in the process. I've yet to hear of a better solution."


So, is the author right?

"One of the most difficult tasks people can perform, however much others may despise it, is the invention of good games..." -- C.G. Jung
#34 by yotsuya
2003-02-15 18:14:06
"So how do you deal with it? The bad news is I haven't got a solution. The simple answer is just create a great game, creating and owning the IP in the process. I've yet to hear of a better solution."


Scott, you forgot "and then sell your vision and your IP for an obscene amount of cash" after the word "IP".

Allowing the LCD to unduly influence design decisions is what leads to Gladiator winning best picture. -Shadarr
#35 by Charles
2003-02-15 18:18:57
www.bluh.org
Do my eyes deceive me?  A Joker post with no reference to wang!  The man is ill folks.

"People who give John Edwards money are stupid, and you're stupid for defending them, stupid."  -- Your Friend
#36 by yotsuya
2003-02-15 18:19:55
He probably just got back from Suriname's "America Sucks" rally.

Allowing the LCD to unduly influence design decisions is what leads to Gladiator winning best picture. -Shadarr
#37 by Neale
2003-02-15 18:28:26
neale@pimurho.co.uk www.pimurho.co.uk
I fully intend to produce a home-grown game with my own IP, and with mass-market appeal. I don't think independent developers are dead. I just think most of them are of the ilk that post on flipcode - all mouth and no trousers. Very few know what is actually involved in creating a game from scratch and seeing it through to fruition. Others end up working for other game companies on someone else's IP and ideas. That's not something I'd be happy doing.

Note- I'm not trying to hype myself up like I'm the Second Coming of gaming or anything. I'm just trying to make a game that's interesting, appealing and fun. Planetcrap has provided a lot of the input into what constitues "fun".

Blah.

You can't derail this train of idiocy, Shadarr. Not even with a big fat cow of logic on the tracks. - Bailey
#38 by "Dinglehoffen"
2003-02-15 18:31:35
Atticus@nandomail.com Fanny Fungus
"If your avatar had a mind of its own, it'll be feeling pitty for you! And now I must go, I fear that too much exposure to web-boards is going to have me say things like the nonsense above..."

DUIIH MY SALAD WORD ME TARZAN HOW TO SPELL WHUT SAY ME MORON
#39 by Caryn
2003-02-15 18:55:53
carynlaw@pacbell.net http://www.hellchick.net
#33 Scott Miller
Here's a litte something I posted recently in another forum, that relates well to this topic...

o "What's the purpose of independent developers? Well, because the developer can't afford the big money to buy a license and the publisher won't fund him to produce an original game, the developer ends up as work for hire. Nothing wrong with this, but you won't get rich quick and all those ideals about making your dream game go out the window."


o "The independent developer represents a low financial risk to the publisher, especially when the publisher very often ends up owning the IP in any game that is developed."


I feel like I'm not making a critical connection here when reading these points. If the independent developer is a low financial risk for the publisher, why aren't we seeing more of them rather than fewer? Is the simple answer, "because publishers are going about it all wrong"?

Also, I'd love to hear what this author has to say about the PROS, for a publisher, of buying up the dev houses. It would seem to me that it's financially better for the publisher to do the work-for-hire thing and contract a developer to create their IP for them (or some similar arrangement) rather than buy them and have to take on those associated expenses. So there must be some pros there (maybe they're obvious and I'm not thinking clearly this morning). I know that this wouldn't really work for original titles, which usual the dev houses come up with, but as Scott and the article have both said, original titles are few and far between these days.

"I felt that I was inhabiting some kind of interdimensional nexus where the sum total suck from this and all other universes crossed paths." - Terata
#40 by ...an ethereal being...
2003-02-15 19:09:38
I think there is still a market niche that independents can compete in.  I could see an independent developer coming up with the next Tetris, as loads of content, art, music, et al would not be required.  Bejeweled comes to mind as well.  I think the target platform would be phones and/or pdas, where the expectation is a game lean on content.

Read, Understand, Post: Choose any two.
#41 by JMCDaveL
2003-02-15 19:17:40
Dexterity.com has a pretty good indie game dev forum, a good comparison to flipcodes idea man hell.

--jmc
#42 by HoseWater
2003-02-15 19:40:17
barneyque@hotmail.com
Seems to me the problem is the indy's don't have the cash to break in, so the answer, is to make sure you bring you own bag of cash to the table, make your game, then contact publisher if you want the distribution and other services the pubs provide. If you do it in any other order, you will end up making someone else's game, or not get all the funds you want for your own.

Valve comes to mind.  They brought their own pot of gold to the table. made a game, game sucked, remade game better. Earned a bigger pot of gold. But with their own money, they had the time and flexibility to do it right.

blah blah zzzZZZZ 111111111111111111111111111111111111 zzZZZZZ
Heuh?
#43 by Neale
2003-02-15 20:08:29
neale@pimurho.co.uk www.pimurho.co.uk
That kind of assumes that you have a large bag of cash, or that you are able to get one.

You can't derail this train of idiocy, Shadarr. Not even with a big fat cow of logic on the tracks. - Bailey
#44 by The_Joker
2003-02-15 20:27:20
http://www.jackinworld.com
#33

Obviously there are a lot of things I am missing in his report.

"So how do you deal with it? The bad news is I haven't got a solution. The simple answer is just create a great game, creating and owning the IP in the process. I've yet to hear of a better solution."


One of which, he forgot to mention that stealing one liners and names from movies and other sources, and trademarking it as your own, is also a good way of dealing with it, as it seems. I'm sure Matthew Gallant agrees with me on this. And even if he doesn't I don't fucking care anyway. Gay son of a bitch.

Joker, Ph.D. Procedural Assholian Behaviour, Pedophilosopher
- All your ass are belong to my wang Jafd. Prepare to are penetration.
"I fart in THX." - Sgt_Hulka

PENETRATOR: Rise of the Wang Cuming March 19 (Wang Wednesday)
#45 by The_Joker
2003-02-15 20:35:44
http://www.jackinworld.com
#36

Jesus probably woulnd't say this but you see the splinter in my eye, but you don't see George W. Bush's large pulsating schlong up your behind. Hopefully that frontline feature will open some eyes.

Joker, Ph.D. Procedural Assholian Behaviour, Pedophilosopher
- All your ass are belong to my wang Jafd. Prepare to are penetration.
"I fart in THX." - Sgt_Hulka

PENETRATOR: Rise of the Wang Cuming March 19 (Wang Wednesday)
#46 by Wudi
2003-02-15 20:48:54
www.darkbasicpro.com

be your own indy developer.

quit bitching about games and make one, slackers.

this guy
http://www.jobie.com/
who works here
http://www.inevitable.com/
uses it for his hobby projects.
http://www.darkbasicpro.com/apollo/view.php?t=5674&b=1

Zep--
#47 by Warren Marshall
2003-02-15 21:02:47
http://www.wantonhubris.com/
I just bought a copy of DarkBasic Pro.  I'm going to spend some time with it this weekend and see if it's any good.  It looks fairly useful, and I'm hoping it will let me knock out basic game prototypes quickly.  That would be nice ...

It isn't pretty to think so, but I can't feign interest now.
#48 by Xero
2003-02-15 21:17:46
http://novakometa.blogspot.com/
I remember when they first came out with Dark Basic, they've come a long way since then.

An intelligent enemy is better than a stupid friend.
#49 by Wudi
2003-02-15 21:22:35
Warren,

There are still some bugs in it, but they are knocking them down as they can.

Patch 4 (a 3d rendering rewrite patch), due out this month, it supposed to fix up some speed issues.

Patch 5, march sometime, supposed to fix some known logic bugs along with more model support (mdl,md2, 3ds, etc)

I'm playing around with Ultima Underworld 1 data using  it trying to recreate as much of the game as I can. So far I've got the level/texture data decoded and a simple level map displayer done.

I'm using the underworld stuff to get a better grip on what it can or cant do (experimenting basically, not my goal to make a complete working version of Ultima Underworld, just learning what I can and cant do with DBPRO)

Hate to bore (spam?) everyone, but here's the map display code :)

Rem Project: new uw
Rem Created: 2/10/2003 3:51:02 PM
rem Little first, Big next*256+little
Rem ***** Main Source File *****
t1=timer()
dim LevFile(290865)
dim OffsetIndex(1) as byte
dim OffsetLev(9)
dim OffsetObj(9)
dim OffsetTex(9)
dim map(4099) as byte
dim height(4096)as byte
dim fctex(4096) as byte
dim door(4096) as byte
dim walltex(4096) as byte
dim objidx(4096)
sync on
sync rate 0
set text opaque
rem init()
open to read 1,"lev.ark"
print "Loading File"
sync
while (file end(1)=0)
  read byte 1,a
  inc c
  LevFile(c)=a
endwhile
close file 1
print "Done"
sync


Rem read how many offsets Low,High
OffsetIndex(0)=LevFile(2)*256+LevFile(1)
print OffsetIndex(0)


Rem Reads offsets to the 9 levels,x=3 start reading from array at 3
x=3
for t=1 to 9
      a=LevFile(x):inc x
      b=LevFile(x):inc x
      c=LevFile(x):inc x
      d=LevFile(x):inc x
      OffsetLev(t)=((b*256)+a)+((c*65536)+d)
next t

Rem Reads offsets to the 9 Object blocks
for t=1 to 9
      a=LevFile(x):inc x
      b=LevFile(x):inc x
      c=LevFile(x):inc x
      d=LevFile(x):inc x
      OffsetObj(t)=((b*256)+a)+((c*65536)+d)
next t

Rem Reads offsets to the 9 Texture blocks
for t=1 to 9
      a=LevFile(x):inc x
      b=LevFile(x):inc x
      c=LevFile(x):inc x
      d=LevFile(x):inc x
      OffsetTex(t)=((b*256)+a)+((c*65536)+d)
next t
print

rem change the number below in both OffsetLev() to display a different level (1-9)
for t=OffsetLev(1)+1 to OffsetLev(1)+16384-1 step 4
inc tilenum
a=LevFile(t)
b=LevFile(t+1)
c=LevFile(t+2)
d=LevFile(t+3)

rem print "TILE # ",tilenum
a$=right$(bin$(a),8)
tiletype$=right$(a$,4)
flh$=left$(a$,4)
rem print "Tile Type ",tiletype$
f=val(mid$(tiletype$,4))*1
g=val(mid$(tiletype$,3))*2
h=val(mid$(tiletype$,2))*4
i=val(mid$(tiletype$,1))*8
j=f+g+h+i
rem print "TileType Dec=",j
map(tilenum)=j

rem print "Floor Height ",flh$
f=val(mid$(flh$,4))*1
g=val(mid$(flh$,3))*2
h=val(mid$(flh$,2))*4
i=val(mid$(flh$,1))*8
j=f+g+h+i
rem print "Floor Height Dec=",j
height(tilenum)=j


b$=right$(bin$(b),8)
unknown$=right$(b$,2)
texinfo$=mid$(b$,6)+mid$(b$,5)+mid$(b$,4)+mid$(b$,3)
f=val(mid$(texinfo$,4))*1
g=val(mid$(texinfo$,3))*2
h=val(mid$(texinfo$,2))*4
i=val(mid$(texinfo$,1))*8
j=f+g+h+i
rem print "Floor/Ceiling Dec=",j
fctex(tilenum)=j

unknown2$=mid$(b$,7)
door$=mid$(b$,8)
door(tilenum)=val(door$)

c$=right$(bin$(c),8)
texindex$=right$(c$,6)
rem print "Wall texindex ",texindex$
f=val(mid$(texindex$,6))*1
g=val(mid$(texindex$,5))*2
h=val(mid$(texindex$,4))*4
i=val(mid$(texindex$,3))*8
j=val(mid$(texindex$,2))*16
k=val(mid$(texindex$,1))*32
l=f+g+h+i+j+k
rem print "Wall Tex Index Dec=",l
walltex(tilenum)=l


d$=right$(bin$(d),8)
objinfo$=d$ + mid$(c$,8)+mid$(c$,7)
rem print "Objinfo ",objinfo$
e=val(objinfo$)
rem print "OBJ Info Dec=",e
objidx(tilenum)=e

next t

rem There is a bug comparing a value to 0 with arrays, fix and rems below
rem are the work around
cls
g=0
h=0
p=0
for x=0 to 63
   for y=0 to 63
      inc p
      d=0
      m=map(p): rem fix array >0 compare bug
      if m>0: rem array fix  if map(p) > 0
         s=map(p)
         fc=fctex(p): rem array compare fix
         if fc=0 then d=16: rem array fix if fctex(p)=0 then d=16
         ink ((fc+d)*1000000),0:rem array fix ink ((fctex(p)+d)*1000000),0
         if s<>4 then dot g,h
         if s<>4 then if s <> 2 then dot g+1,h
         if s<>4 then if s <> 2 then dot g+2,h
         if s <> 2 then dot g+3,h

         if (s<4 or s> 5) then dot g,h+1
         if s<>4 then dot g+1,h+1
         if s <> 2 then dot g+2,h+1
         if (s<2 or s>3) then dot g+3,h+1

         if (s<4 or s>5) then dot g,h+2
         if s<>5 then dot g+1,h+2
         if s <> 3 then dot g+2,h+2
         if (s<2 or s>3) then dot g+3,h+2

         if s<>5 then dot g,h+3
         if s<>5 then if s <> 3 then dot g+1,h+3
         if s<>5 then if s <> 3 then dot g+2,h+3
         if s <> 3 then dot g+3,h+3
      endif
      ink rgb(255,255,255),0
   h=h+4
   if h >252 then h=0
   next y
g=g+4
next x
do
sync
loop
#50 by Bailey
2003-02-15 21:22:50
MCorleone

Not that I read it, but it looks like Salon will go 404 at the end of Feb.

Now they'll all have to go back to their day jobs writing for the Berkley politika newsletter.

Neale

Planetcrap has provided a lot of the input into what constitues "fun".

Marketing and strippers?

Wudi (or possibly Zep)

quit bitching about games and make one, slackers.

OMG ROOFLES R00L3D!!

Disposable you, disposable me.
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