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- Archive Contents:
- xlib04l.lib Themie Gouthas' xmode library
- x*.h Themie's header files
- *.prj Demo program project files
- *.cpp Demo programs and YakIcons routines
- *.drw Sample drawings, used mostly in Animap.exe
- *.exe Compiled versions of the sample programs so you don't
- have to.
- yicons.doc doc file on the library
- yicons2.doc ...more dox.
- stuff.doc answers to some questions about the library (xmode, how
- to draw nicer sprites, etc)
- read.me this file.
-
- YakIcons is an object-oriented set of routines to make icon manipulation
- (drawing and animation) easy, with an emphasis on tile-map war/board/rpg
- games.
-
-
-
- A bit of history of YakIcons, purely for my edification:
-
- When I was a kiddie in sixth grade, I conviced my Dad that we needed a com-
- puter. We got one that christmas-- a shiny Apple ][+-- and I was hooked.
- I played more games on that than anything after it, and one in particular
- caught my eye. It was a tile-based role playing game written mostly in
- applesoft basic, with cheesy graphics, no real story, simple line-drawn
- perspective dungeons with monsters that were worse than cartoonish...
-
- I was hooked.
-
- I finished the game, got a swell T-shirt (which I still have, though it
- doesn't fit), and sat for days wondering how it was done. I later found
- out that the game was written by a kid in high school. We'll call him...
- "Richard"? Naw. We'll call him "Jake." (don't want to use real names of
- celebrities here... chuckle). Near as I can get my facts straight (and
- they're probably not), Jake wrote that program and decided he wanted to be
- a game programmer. The sequel came out soon after, and I played it religiously,
- and in my junior-high mind, I wanted to be Jake. And I knew that, were I
- just a few years older, I could have. I never got the chance to meet him.
-
- Well, Jake and I grew older, and I didn't follow up on my games programming.
- I never took a comp sci class in school (still haven't), and games programming
- went by the wayside, since I'd have time for it later. And in my senior year
- of college, with Jake's eighth game (7th in the series plus one before all
- of them-- which I also played in 6th grade) just about ready for release, I
- read an interview with him. In it, the interviewer asked my ol' hero Jake a
- very important question: "What advice would you give to amateur game pro-
- grammers who want to produce a game nowadays?" I was breathless!
-
- An good ol' Jake gave an answer which floored me for days. It went something
- like this:
-
- "Forget it. Without a smoothly-operating team of several programmers, artists,
- musicians, and coordinators, not to mention an enormous budget, it's just not
- possible to produce a high-quality game these days."
-
- That's what he said.
-
- Jake's eighth game was released a few weeks later, selling thousands of copies
- day one. I bought it and played it, and it had bugs, and I was torqued at
- how much I had to spend on a game that didn't work-- and that the updated
- program wouldn't use my saved games.
-
- I'm 22 now, and Jake's I-don't-know-how-much older than me, and computer game
- prices continue to soar. Before a few more years or so are up, the average
- game will cost over $100 and require a p5 just to run. Stores won't carry
- cheaper games (they don't make enough off them), and if there's any way quality
- games will ever be affordable for the casual user, it HAS to be through
- shareware. It has to be through you, the amateur game designers. Because I,
- for one, am ready to call foul on Jake's philosophy. One person can design,
- draw, and program a professional-quality game. Two people can make it fan-
- tastic. Spare time is a wonderful thing, and if we're ready to use it, we
- can work some pretty good miracles.
-
-
-
- I told you that story so I could tell you this one.
-
-
-
- I programmed YakIcons in about three or four weeks (version 1.3). Version
- 2.0, with attendant gadgets, mouse support, windows, etc, took about another
- month or so. Version 2.3, with layerable windows, took many more months
- as 12-hour workdays sucked my time away.
-
- I think yakIcons will prove very useful for you. It's a flexible,
- object-oriented set of C++ structures that give powerful bitmap-manipulating
- capabilities to the most casual user of C++. With it, designing tile-based
- games gets much much easier (I programmed a simple wargame, Flight of the
- Boodles, in about a week of spare time). In two months, without music, I
- could program Ultima 6; in six months, Ultima 7. I strongly believe this.
- So hey-- take these routines, see if you think they're useful, and let's
- make some games together. 'Cause we amateur programmers-- we can lick Jake.
- There's no reason you, the casual reader of this ridiculous history.doc file,
- can't make a bestseller if you're willing to put in the effort. I'll help
- as much as I can. And Jake, making games isn't a competition. It's not
- even about money. It's about fun.
-
- And I think we're all ready to have some.
-
-