C'est super délicat de mettre 2 codeurs sur le même projet.
Il n'y a pas que la machine cible, il faut aussi qu'ils utilisent les mêmes outils, langages, chaîne de compilation…
Et que le projet le permette, cette année, ça aurait pu parce qu'il s'agissait d'enchainer des mini-jeux, les autres années, c'était difficilement réalisable (pas sur qu'il y ait de gaun dans ces conditions).
I only presented CJ's game, I didn't have anything to do with it, he made it sat on the other side of the planet while wishing he was with us at AC ;-) . I made the gfx for Linkovitch/U-235's Gaztee game at AC (U-235 is linko, Gaztee and myself) and the sprite for GGN/Ukko's game on the Falcon.
oops, yep, I changed my Degz sprites he used to the sprite I gave GGN, my bad :P
Gaztee is PSN Trophy Support, he earns trophies and points out which are easiest to obtain so myself and linko can more efficiently get back to Jaguar shit instead of ps3 laming.
While I'm here I'll take the stand (this time not under duress such as the AC presentations, but virtually from the comfort of my chair :P ) Most random wild ranting, the kind of stuff I'm known for in Jaguar circles :-)
Interesting to read the comments in previous pages to the effect "if it was on an 8-bit that's great, on a Jaguar, it should be better". I fucking hate that attitude tbh. I love retro games and I love making them. From back in the 90s when we made Double Bobble and Tautology to Chu Chu Rocket and Clogged Up to all the Reboot stuff we do now, I've always enjoyed simple, fun games and helping to make them however I can. I hear this "It's a 64-bit Jaguar, it should be better" all the fucking tim and to be quite frank it's ignorant and ill-informed (btw, not accusing anyone here of such an attitude, it's generally from those who know nothing about consoles and how they do what they do). Anyone who knows the Jaguar knows it is a steaming pile of screwed up bad decisions and great intentions. Maybe that's why some of us love it so much. What I really can't stand is this attitude certain people have been quite vocal about on the major Jaguar forums in the past, this fucked-up "worthiness" and self-important chip-on-the-shoulder holier-than-thou bullshit... the kind of people who think spending 10 years making a vapourware "game" that amounts to nothing more than a 2 minute tech demo, and their superiority oozing out of every pore laughing and sneering at anthign that looks, gosh, SNES-like or less. A lot of people have pre-concieved ideas about the Jaguar and it's a seemingly impossible task to re-educate them as most simply enjoy looking down on and laughing at the Jaguar.
Anyone who has spent some time getting to grips with the Jaguar knows Atari's "64-bit POWA" do the math stuff is utter bollocks. The Jaguar is a competent system when compared to the MD and SNES, albeit with some stunningly arsed-up and just plain broken "features". It's pretty interesting when compared to an Amiga, although it clearly lacks in many areas as well, although it is essentially the best part of 10 years newer technology!
What I'm trying to get at is this: attempting to enter the AC compo using a Jaguar is plainly insane ;-) There's no friendly coding environment. There's no powerful SDK or sleek IDE. There's no emulator with magic button debugger sprining into action to step through your code... yeah, you can go back to the stone age and get some feedback with BJL - w00t! Enjoy the transfer speeds, ladies! Or how about the skunk console - oh, sorry, you'll have to write your own tools to do that :P Look at linkovitch last year - he spent maybe half the compo coding time wrestling with technical bullshit and ended up with very little in the way of game. Not fun. So returning to this whole "It's a Jaguar it should be better" thinking... I thought it was a great opportunity to stick two fingers up to the "64-bit POWA" fraternity as we were specifically asked to make a retro game in the style of a super chunky 8-bit game and asked to make graphics that suited that. And that was a fun part of working on a game for this compo, because that's something I really quite enjoy :-) The worst part about doign stuff in the compos is that... well... the code and gfx you make under such pressure are universally crap and never to be worked on again ;-)
So for the future I look forward to an AC compo that doesn't grade entries on arbitrary and mysterious checkboxes or with Formula One style points systems as it's really not in the spirit of all this stuff, hardly the reason why we all make games for dead old junk machines... to be slightly controversial I'd say it's a bit too "pouet.net" (and yes, I feckign detest pouet.net and it's inane ratings and thumbs, seems a very right-wing way to deal with something that is all about freedom, fuck the rules and doign your own thing). Compos for fun and nothign more. Presentations on the beamer by the authors or something more hands-on for the general AC population? I dunno, whatever keeps it fun, productive and doesn't urge me to spout EMORAGE lol
Wooouuuf !
je n'ai pas tout compris, mais ça vient du coeur en tout cas !
Par contre, je ne suis pas sur qu'il ai saisi le "système de point" le but n'était pas faire de note, mais bien de departager de manière equitable et clair les "coups de coeur", le respect du travail et des defis technique de chacuns, pas facile de faire cela sur 10 production avec un jury de 6 personnes sans en discuter pendant 2 h minimum ... (que nous n'avions pas)
Enfin bref, encore une fois toutes les productions avait beaucoup de mérite et le jury à du trancher sur des critères qui lui appartienne (chacun à apporter son jugement propre et nous l'avons mis en commun)
Si ça peut eclaircir tout le monde, Nous n'avons pas la prétention d'avoir elu le meilleur jeu produit, mais simplement celui qu'a préféré le jury 2013 ..
C'est tout

la passion du jeux vidéo retro et alternatif, du retrogaming, , des pratiques retro videoludique etc...