MetaGame - sgml/signature GitHub Wiki
Defictionalization
ASCII DIAGRAM: "PIXEL PANIC: CARD CLASH"
+----------------------------------+
| PIXEL PANIC: CARD CLASH |
+----------------------------------+
|
v
+---------------------------------------------------------------+
| CARD DECK |
+---------------------------------------------------------------+
| SUITS: |
| [Platformer] [RPG] [Shooter] [Stealth] |
| |
| CARD TYPES: |
| - Number cards: 0–9 (per suit) |
| - Action cards: Skip, Reverse, Draw 2 |
| - Special cards: |
| * Glitch Swap |
| * Lag Spike (Draw 4) |
| * Patch Update (Wild) |
| * Rage Quit |
| * Inventory Overflow |
+---------------------------------------------------------------+
|
v
+---------------------------------------------------------------+
| PLAYER AREA |
+---------------------------------------------------------------+
| Each player has: |
| - Character card (parody role) |
| - Hand of cards |
| - Once-per-game power tracker |
+---------------------------------------------------------------+
| Parody Characters: |
| - The Plumberoid |
| - The Blue Hedgebeast |
| - The Spacey Marine |
| - The Tomb Raideress |
| - The Electric Rodent |
| - The Stealthy Spy |
+---------------------------------------------------------------+
|
v
+---------------------------------------------------------------+
| TABLE LAYOUT |
+---------------------------------------------------------------+
| [DRAW PILE] [DISCARD PILE] |
| || || |
| || || |
| +------+ +--------+ |
| |#######| | TOP | |
| |#######| | CARD | |
| +------+ +--------+ |
+---------------------------------------------------------------+
|
v
TURN FLOW (UNO-LIKE)
--------------------
+-------------------+
| START OF TURN |
+---------+---------+
|
v
+-------------------+
| PLAY OR DRAW |
| - Play card that |
| matches suit |
| OR number |
| - Or draw 1 card |
+---------+---------+
|
v
+-------------------+
| RESOLVE EFFECT |
| - Number: normal |
| - Action: Skip / |
| Reverse / Draw2|
| - Special: Glitch|
| Swap / Lag |
| Spike / Patch |
| Update / Rage |
| Quit / Inventory|
| Overflow |
+---------+---------+
|
v
+-------------------+
| CHARACTER ABILITY|
| - Passive effect |
| - Optional once- |
| per-game power |
+---------+---------+
|
v
+-------------------+
| END OF TURN |
+-------------------+
|
v
WIN CONDITION
-------------
+---------------------------------------------------+
| WIN CONDITION: EMPTY HAND |
+---------------------------------------------------+
| IF player.hand_size == 0 THEN |
| IF last_card_played IS number card |
| -> player wins immediately |
| ELSE |
| -> draw 1 card (Glitch Check) |
| if hand_size returns to 0 next turn, |
| player wins. |
+---------------------------------------------------+
Project Spark
- https://www.kidscodecs.com/project-spark/
- https://www.reddit.com/r/projectsparkgame/
- https://projectspark.fandom.com/wiki/Tutorial_Videos
Chiptune Coding
Note | Frequency (Hz) | Assembly Code
C4 | 261.63 | 0x1A3F D4 | 293.66 | 0x1C2B E4 | 329.63 | 0x1E1A F4 | 349.23 | 0x1F4C G4 | 392.00 | 0x2200 A4 | 440.00 | 0x2500 B4 | 493.88 | 0x2800 C5 | 523.25 | 0x2A3F
Helpful Game Boy Development Resources:
- Choosing Tools for Game Boy Development
- Game Boy Development Community Projects
- Comprehensive Game Boy Development Resources
Music Macro Language (MML) vs MIDI Music
| Attribute | Music Macro Language (MML) | Assembly for MIDI Music on Old Nokia Phones |
|---|---|---|
| Definition | A high-level, text-based language for describing musical sequences. | Low-level code written in assembly to directly control MIDI hardware. |
| Syntax | Uses simple characters (e.g., letters for notes, numbers for durations) and commands. | Utilizes explicit opcodes, register operations, and direct memory manipulation for MIDI events. |
| Abstraction Level | Abstracts hardware details; relies on an interpreter or compiler to manage hardware output. | Operates at a hardware-specific level, interfacing directly with the sound chip and registers. |
| Ease of Use | Easier for composers and hobbyists; intuitive and musically oriented. | Requires detailed knowledge of the device’s architecture and assembly programming. |
| Flexibility | Focuses on musical composition with limited control over low-level sound synthesis. | Offers precise control over sound synthesis and timing, but increases programming complexity. |
| Performance | Generally sufficient for its intended use, though less optimized due to interpretation. | Highly optimized for performance, ideal for low-resource devices like early Nokia phones. |
| Portability | More portable across systems that support MML interpreters or compilers. | Tied to specific hardware; non-portable and tailored to a particular device architecture. |
| Developer Experience | Debugging and modifying musical scores is more straightforward due to its compositional format. | Debugging is more challenging because errors often arise from direct hardware interactions. |
| Usage Context | Widely used in computer and video game systems for chiptunes and other retro music projects. | Employed in early mobile phones (such as Nokia) to generate MIDI music in a resource-constrained environment. |
Scratch 3.0
- https://en.scratch-wiki.info/wiki/Scratch_3.0
- https://scratch.mit.edu/projects/editor/?tutorial=getStarted
- https://en.scratch-wiki.info/wiki/Creating_a_Quiz
- https://scratch.mit.edu/projects/291/editor/
- https://www.dummies.com/programming/how-to-add-collision-to-a-game-in-scratch/
- https://www.youtube.com/watch?v=1euCFohZ014
- https://en.scratch-wiki.info/wiki/Wall_Sensors
- https://scratch.mit.edu/info/faq
MakeCode
Blockly
Koji
Nintendo Web Framework
-
Macros and Opcodes: https://www.gamedeveloper.com/programming/adding-languages-to-game-engines
Game SDKs
game_engines:
- name: Sega Super Scaler Engine
licensed_games: 22
git_url:
- "https://retrocomputing.stackexchange.com/questions/27142/did-any-games-use-the-super-scaler-technique-past-slip-stream"
- "https://github.com/viciious/yatssd"
- name: id Tech 1 (Doom Engine)
licensed_games: 35
git_url: "https://gist.github.com/zach-morris/75d93455a19f9c5dad32da9929ce6e76"
- name: RenderWare
licensed_games: 46
git_url: "https://github.com/electronicarts/RenderWare3Docs"
- name: MonoGame
licensed_games: 50
git_url: "https://itch.io/games/new-and-popular/made-with-monogame"
- name: Unreal Engine 1
licensed_games: 23
git_url: "https://www.gamedeveloper.com/design/classic-tools-retrospective-tim-sweeney-on-the-first-version-of-the-unreal-editor"
- name: SNES
licensed_games: 28
git_url: "https://github.com/RetroReversing/retroReversing/blob/master/pages/consoles/snes/SNESSDK.md?plain=1#L50"
Delphi
- http://pascal-central.com
- http://www.delphiforfun.org/programs/
- https://osgameclones.com
- https://delphi.fandom.com/wiki/Good_Quality_Applications_Built_With_Delphi
- https://www.gamasutra.com/blogs/DavidLightbown/20180109/309414/Classic_Tools_Retrospective_Tim_Sweeney_on_the_first_version_of_the_Unreal_Editor.php
- https://www.gamasutra.com/blogs/DavidLightbown/20181023/328687/Classic_Tools_Retrospective_The_tools_that_built_Deus_Ex_with_Chris_Norden.php
- https://www.gamasutra.com/view/news/344672/How_id_built_Wolfenstein_3D_using_Commander_Keen_tech.php