[comp.sys.mac] Developers & programming [games] on the Mac

jmunkki@kampi.hut.fi (Juri Munkki) (02/19/89)

In article <1315@ndmath.UUCP> milo@ndmath.UUCP (Greg Corson) writes:
>is not entirely true...it is now possible to purchase a VAX complete with
>19" monitor, 300MB disk, HD floppy, CD-Rom drive and 16 MEG of RAM for
...
>Now granted, you aren't going to make any money writing games for this
>machine...

I don't think too many Mac developers are making money writing games for
the Macintosh. The reason for writing games should not be money. You might
want to write a really great game to become famous or you might want to
write it for yourself and your friends.


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|     Juri Munkki jmunkki@hut.fi  jmunkki@fingate.bitnet        I Want   Ne   |
|     Helsinki University of Technology Computing Centre        My Own   XT   |
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gandreas@umn-d-ub.D.UMN.EDU (Glenn Andreas) (02/20/89)

In article <19809@santra.UUCP> jmunkki@kampi.UUCP (Juri Munkki) writes:
>I don't think too many Mac developers are making money writing games for
>the Macintosh. The reason for writing games should not be money. You might
>want to write a really great game to become famous or you might want to
>write it for yourself and your friends.
>
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>|     Juri Munkki jmunkki@hut.fi  jmunkki@fingate.bitnet        I Want   Ne   |
>|     Helsinki University of Technology Computing Centre        My Own   XT   |
>~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~^~

Darn right.  If you look at my game Theldrow, it started out just as an
attempt to make a 3d maze game with real pictures for the walls.  Then I
started to add stuff.  And more stuff.  And more stuff.  I've got 400-600k
of source code for that thing now (verison 2.1?).  And I'm still not quite
done with it (RSN!).  It's been fun and I've learn a lot of things, like
custom LDEFs, scrolling items is dialogs, modeless dialogs, embedded
languages, color icons, and all sorts of tricks.  It works on just about any
machine (though the new version requires the 128k roms, so unenhanced 512
owners will be out of luck) and under multifinder.  (The "guidelines" weren't
that hard to follow for the most part, btw) And I've written (based on
volumious fan email) a great game, and become sort of "famous".  No job
offers yet (:-), but it was fun and I feel that I am a better programmer
because of it.  This wasn't done to make money, it was all for personal
reasons.

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= "Whether you like it, or don't like it, sit   | - gandreas@ub.d.umn.edu - =
=  back and take a look at it, because it's the |   Glenn Andreas           =
=  best going today!  WOOOOoooo!" - Ric Flair   |                           =
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