At 05:45 PM 5/25/99 +0200, you wrote:

>- Tetris network
>  (maybe Triplex can be adapted???)

I am working on a Tetris for JoyNet. The MSX2 graphical part works OK, the
controls can be improved but function nevertheless. What is missing is the
communication and inter-player-relations. And MSX1 GFX maybe.

About Triplex: the source is available, but only on paper :(
Anyway, since the communication routines would have to be rewritten anyway,
I don't know if it's worth it to re-use the Triplex code. But maybe I can
re-use some of the algorithms (if Sander still remembers them).

>- Tic-Tac-Toe for 2 MSX-computers
>  (duh!!!)

In general, a turn-based strategy game where both can see the board is not
suitable for JoyNet, because you could just as well play it on one
computer. Only when the board is secret ("zeeslag", the game where you have
to sink the enemy battle ships) or the game is real-time with a lot of
players (Werner Kai's game), using JoyNet adds a dimension to the game.

>Maybe OSR can make use of JoyNet??? Anyone knows one of the developers?

I have his e-mail address. And I think he reads this list too.

I don't know if the gameplay of OSR is suitable for multiplayer. But I'm
sure the engine is. I think with a little modification it would make an
excellent Micro Machines engine. It has properties like high-speed
scrolling, wall detection, turning the ship in small angle increments.

Rather than starting to work on many games, it might be better to build a
library of useful functions for JoyNet. Examples:
- a routine that uploads code and data to diskless MSXes (shevek made this)
- an algorithm that automatically numbers the computer in the ring (I
already have some ideas for this)
- a sort-of kernel, which regularly checks whether there is an incoming
transmission (for fast games, checking at 60Hz is not frequent enough)
- CALL commands to use JoyNet from BASIC, to enable more people to program
for JoyNet

Bye,
                Maarten


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