A long time ago I came across a game that was part of a 1mb challenge. It’s called A New Zero. I played it quite a lot, just flying around and dive bombing boats was entertaining enough for me.
I was impressed with 1mb but 13kb and 96kb is pretty amazing. I really enjoy seeing stuff like this.
Nice I have been thinking about doing a either an 8mb or 5mb gamejam challenge but I wasn’t sure if 5mb would be to low but if there are 1mb challenges I guess it does not seem to impractical. Also I am going to test that game out in wine it looks interesting.
kkreiger is more impressive to me, because it creates itself on execution time. While this 13kB game is willfully ignoring the fact that the average web browser today is already a 2GB behemoth. While kkeiger is pure C++ and it does the whole thing, including the game engine and sound processor and everything else.
Instead of actually storing images, sound files, maps, etc, whole program relies on algorithms computed at runtime. Level generated automatically, sound follows a set math pattern with randomization, etc etc
Benefits of less file size but more processor requirements
Oh yeah. I can remember back in the day it could take quite a bit to compile and start these things, especially if you were running at higher resolution and detail values.
Reminds me of kkreiger, an fps with impressive graphics and sound for the time, that weighed in at 96KB.
https://youtu.be/2NBG-sKFaB0
A long time ago I came across a game that was part of a 1mb challenge. It’s called A New Zero. I played it quite a lot, just flying around and dive bombing boats was entertaining enough for me.
I was impressed with 1mb but 13kb and 96kb is pretty amazing. I really enjoy seeing stuff like this.
Nice I have been thinking about doing a either an 8mb or 5mb gamejam challenge but I wasn’t sure if 5mb would be to low but if there are 1mb challenges I guess it does not seem to impractical. Also I am going to test that game out in wine it looks interesting.
kkreiger is more impressive to me, because it creates itself on execution time. While this 13kB game is willfully ignoring the fact that the average web browser today is already a 2GB behemoth. While kkeiger is pure C++ and it does the whole thing, including the game engine and sound processor and everything else.
Is definitely not pure c++. It’s making use of direct x and even fonts available in Windows to create textures.
Without DirectX or OpenGL you’d have to create a GPU driver or do CPU rendering…
kKrieger was always kind of amazing to see. Even understanding a little bit about how the game works, it’s still kind of mind-boggling
This is crazy!
I have so many questions, but lack the technical know how of how to ask them.
Instead of actually storing images, sound files, maps, etc, whole program relies on algorithms computed at runtime. Level generated automatically, sound follows a set math pattern with randomization, etc etc
Benefits of less file size but more processor requirements
Oh yeah. I can remember back in the day it could take quite a bit to compile and start these things, especially if you were running at higher resolution and detail values.
Basically it’s all procedurally generated assets. It takes a long time to start to because it has to make all it’s textures and sound effects.
Check this video out by Nostalgia Nerd
https://youtu.be/bD1wWY1YD-M
Here is an alternative Piped link(s):
https://piped.video/bD1wWY1YD-M
Piped is a privacy-respecting open-source alternative frontend to YouTube.
I’m open-source; check me out at GitHub.