Path: chuka.playstation.co.uk!scea!peter_alau@playstation.sony.com From: matth@bellatlantic.net (Matthew Hulett) Newsgroups: scea.yaroze.freetalk Subject: Re: What to buy for X-mas? Etc... Date: Fri, 18 Dec 1998 20:54:40 GMT Organization: SCEA News Server Lines: 96 Message-ID: <367ab6c7.54721406@news.scea.sony.com> References: <3679d262.11389146@news.scea.sony.com> <367ADD55.B7370E32@vmlabs.com> NNTP-Posting-Host: client-120-34.bellatlantic.net X-Newsreader: Forte Free Agent 1.11/32.235 >Hey Matt, Hi Scott. How goes Project X? I don't read much about the project lately. It seems to me, an uninformed consumer, that VM Labs is missing an important window before Dreamcast and PSX II are released. Sort-of, a cross between CD-i and M2. Is there a definitive release date yet? I can't help but wonder, since I believe Dreamcast and PSX II will be very developer friendly, while Project X was described as being relatively difficult to program for. 2000 is going to be an interesting year. The affordibility of the X development kits will still be a trump card. > >> Hey, Sony, don't pull the plug on us. This is an intense >> endeavor, well worthy of a few years of learning and time investment. > >I second that, but judging from what I've seen, we may be pulling >the plug on ourselves. The SCEE scene seems much more alive than us. >Chicken or the egg? Hmmm... I suppose all must accept responsibility. I have spoken of my desire to get more people involved from my first days in the program. I got some support, I got flamed too... I still think the majority of members don't participate because they are intimidated. How many members do we all converse with in e-mail, who do not post? The atmosphere has improved a great deal since the horn butting and sharpening of the first few months of the program though... I could write up a list of those who have not followed through on their stated ambitions to provide tutiledge to the yaroze masses, from advanced members to the Sony staff. The entire onus cannot be upon those who are inexperienced to lead. I do what I can. I update my site, I post, I provide what advice I can, I encourage newbies and e-mail out megs of files and helpful info... albeit I took a break for a time of late. I am aware of your contributions, and willingness to aid all comers. I remember when Jay posted the link on his page for you to receive input... such a shame Jay walked away. I assert that we would benefit greatly from a "Peter Passmore" in the United States, and a team that would just forget the stipulation about "only experienced programmers need apply". In the U.S., it is obvious that we have a great number of people who are not advanced, and would benefit from any kind of input that would get the ball rolling. I have 50 Megs of sample code, and yet I still would benefit greatly from a formal tutorial. Something to work through the text intro programs, work through the code involved in displaying a sprite line by line, advance to a simple program akin to the Ball demo, and then deal with the analytical concepts involved around a game similar to Walz. I have decided not to wait any longer for this aid, I have waited six months, and can wait no longer. Nevertheless, for those who scratch thier heads and wonder what would get the SCEA side of things going, well, it seems obvious to me that an instructional set of docs would be very productive. Imagine, if you wanted to start learning C, and I just dropped a slew of sample code in your lap. You would eventually get where you want to go, after an extreme effort and much wasted energy. And, yet, so many nuances of understanding of the code would be lost to you. Each character, most spaces, all punctuation has meaning and importance. There's the nitty-gritty of each function, and it's coding peculiarities, and then there is the forest of the entire program, and how the functions work together. One can get a good sense of the forest studying PC programming, but those trees are still somewhat cryptic when one dives into LibGs. I will be forced to ask many insignificant questions in the groups. Hopefully, many will benefit from this, and my questions will be noticed and answered. If I could, I would do the Grail my self at this point. I have the time, I have the energy and desire, but I am in the position of having to make the switch from PC programming to yaroze programming. I am not the person who can do this. Perhaps, the day will come when I will, and I won't be duplicating another's effort. See you in 2 years... As an aside, it is also odd how Joel Summer disapeared. MW told me that version 3.0 would be released last May. No new release, no posts from Joel... odd. >> And, for Sega fans, please don't get touchy. I don't see Dreamcast >> around yet, although I assume it has been released in Japan for a few >> weeks now... > >Just saw one in the mall. You could buy it for only $1100. Come on, >who the hell is going to spend that much dough on a machine with one >good game? And I don't even like fighters too much... Yeah, right... if I were wealthy, maybe. Sad, that it took them so long to learn their lessons, Sega may never be the same again. And, once again, they are rushing a release with a few titles, delayed titles, etc... Hopefully, what they do provide will be good quality. Oh well, Sony seems to have 'em all by the balls at this point, I love it! I may go with MGS. Does it have replay value, or is it boorish to play after you know all the tricks and secrets? I could always just purchase Final Doom. I just remember the engine got ripped in the reviews compared to the original, so I never purchased it. There is Disruptor and Alien vs. Predator... -Matt