First post, by markot
I just started thinking today, is there anyone programming DOS games today? I programmed DOS programs almost 15-20 years ago, but thought that it would be fun to do it again.
I just started thinking today, is there anyone programming DOS games today? I programmed DOS programs almost 15-20 years ago, but thought that it would be fun to do it again.
I check Dos Haven occasionally.
http://www.doshaven.eu/
Would be fun. I did some at school, back in 1996-1997. Well simple textbase whit Turbo Pascal.
Since this is not specifically about DOSBox perhaps this thread should be in the DOS games subforum or even Milliways?
Agreed 😉 moved to Milliways
There are the recreation of IDEs for some of the old engines like SCI for fan games. The old version of SCI Companion can do SCI0 (EGA) games. The new on still in development will be able to do SCI1.1 (VGA). I ma not familiar enough with ScummC to know if it used the original DOS interpreter of if it required ScummVM. It seems to be a dead project, but its source is still on Git. It seems like someone did a new IDE for Infocom, but I may just be thinking of a new interpreter.
One game on the Moby list that does not quite fit is Gold Rush!. It is not a new DOS game, but a re-release by Sunlight Games of the old Software Farm's version, packaged with DOSBox. And it was not just a Steam release. but also a physical release on CD in a DVD case.
There's some people over at VCF that develop DOS games. There's Paku Paku for example, and MagiDuck.
These games target the original PC, with CGA.
there is a kid using Ken Build game code to make a 'new dos game' filled with embarrassing mspaint art and it's been in development for 7 years.
wrote:there is a kid using Ken Build game code to make a 'new dos game' filled with embarrassing mspaint art and it's been in development for 7 years.
I forgot who that was and what the game was called...
“I am the dragon without a name…”
― Κυνικός Δράκων
I thought about making a dos game, but with my level of knowledge it would not be anything descent, that or a doom clone/mod.
About three or four years back I thought about going the DOS route for developing new commercial titles, the major pro being that DOSBox instantly makes it possible to play any modern DOS game developed on any modern system out there, no porting required! :O
There's significant drawbacks though. The first and most damning being the inability to use modern graphics APIs as well as the inability to do anything with native resolutions, meaning what you make will always be stuck at a resolution that is not native to the display it's being played on, unless it's specifically being played on a DOS system or a CRT monitor which can set specific resolutions without issue.
The next major issue is that the amount of CPU power you can expect to get out of DOSBox for powering your game will be numerous times less than the actual level of power a modern system is capable of, thus you're handicapping how much power you have access to.
All other issues are mostly minor and have workarounds of some sort, such as having to stick with 256 colours or less to get any sort of decent video emulation speed, having to use the DOSBox keymapper to exceed four buttons for joystick interfaces, stuff like that.
It ultimately made more sense to me to stick to modern APIs and development. :B
--- Kris Asick (Gemini)
--- Pixelmusement Website: www.pixelships.com
--- Ancient DOS Games Webshow: www.pixelships.com/adg