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by immibis
757 days ago
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So far I've made a demo that maybe could have been 8k, but it was 32k (fits in 64k category but didn't contain enough content to use more than half). I know I can't make anything that competes with .the .product or Chaos Theory (at least not yet), but it just feels like a good limit. 64k is plenty of room for code as long as you don't write a huge amount. You can write all sorts of procedural generation; you can use OpenGL and C++; you can compress it generically with xz (at least on Linux) without worrying about ultimate size efficiency. But it's still small enough that you can't include raw texture or sound data - you're forced to generate them with code. It's still code-based art, not "download a bunch of assets from the internet"-based art that might as well be a video file. A lot of >64k demos spend a lot of the size on content files, which doesn't feel like what a demo should be. To write a 4k you have to actually make it small, but to write a 64k you just have to not make it big. |
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Making them is for most more about reaching the upper limit in size and then tweaking until you're happy (more experienced people might have an budget idea from the get-go and might overshoot slightly with their idea and then cut).
64kb can (and often did in the 90s before Jizz and Stash, fr-08 was mostly an well produced evolution) include raw images,textures and samples, and raw data can still be an viable escape hatch today. The killer for 64kb is that you can spend almost infinite time on writing generators and other tools.