Decided to have a go at upgrading the game Sorcery to the plus, and this is the results so far. Still lots to do, as the main sprite needs to be done, but the sorcerer is going to get his own 15 colour palette.... so it should look better.
Any comments?
(http://www.catanddoggifts.co.uk/image/sorp/sorp2.png)
(http://www.catanddoggifts.co.uk/image/sorp1.png)
(http://www.catanddoggifts.co.uk/image/sorp/sorp3.png)
Big task ahead ;D
Good first steps - not sure about the ever present logo, I think I'd prefer the game screen higher. Maybe the book at the bottom could be a couple of sprites.
The gradient is a nice touch.
Nice progress already. I like the logo on top of the screen, because the regular playfield is not smaller with it.
I hope, you can finish and polish it ;)
Keep hacking :D
Nice ! keep up the good work !
The gradient looks wrong to me, it looks cheap and too rough. I'm sure something better could be done with the backgrounds. Also, the logo looks good but I dont think it should be persistent. Maybe remove it and center the rest of the screen.
Looks interesting, and it was sure a lot of work. Respect therefore. Would be interesting to directly compare old and new version. But I guess that can wait for the main sprite being finished.
Nice project, hope you will finished it ;)
Quote from: EgoTrip on 18:34, 26 September 13
The gradient looks wrong to me, it looks cheap and too rough. I'm sure something better could be done with the backgrounds. Also, the logo looks good but I dont think it should be persistent. Maybe remove it and center the rest of the screen.
Hi, yeah the gradient is ragged, but it has to be dark to make the foreground stand out, plus even with 4096 the colours arent enough for a smooth gradient. I do have a trick up my sleeve but we will see. I like the logo and it's gonna be around on every screen even the menus, and it just expands the screen area. I hate big borders.
As for the backgrounds remember it is effectively Sorcery with lots more colour, and questionably better graphics/sprites. The game is exactly the same... but it was a very good game to start with. Remember its really just a hack, but the more games that use plus features the better huh?
you could always dither the gradients to make it look smoother
Quote from: EgoTrip on 22:06, 26 September 13
you could always dither the gradients to make it look smoother
Sorcery XOR's the graphics to the screen. And there arent enough sprites as each character is 2 sprites in size as they are 12x24 pixels. This means only the Sorcerer will become a hardware sprite getting rid of many of the XOR problems, but the others would have to suffer from gradient XORing.
Im going to alternate the the split lines so it appears to give a mid colour between the two. Hopefully this will make it better
Perhaps don't remove the "Sorcery" logo... just shrink it to 1x1 size (instead of the stretched pixels) and put it into the upper left or right corner and move the rest of the display up a bit...
Then, perhaps, let the logo slowly scroll from right to left (so that it disappears a short while and then re-appears in the upper right corner)
Well, hardware sprites can cover 8 phases (when using two for each character and phase). How mach phases has the sorcerer? Isn't 4 enough? So, you could at least use hardware sprites for one another character (enemy).
I remember that ACU had a Sorcery+ sprite and graphics editor type-in at some point - maybe there will be some useful stuff in there to help?
Ooh I hope this takes off :) Your second screenshot, btw, is broken.
I actually like the logo to tell you the truth...
Quote from: Gryzor on 18:19, 27 September 13Your second screenshot, btw, is broken.
The one in your signature too 8)
Well I've got it as a .cpr file now, so its going well... hooray! Thanks to arnoldemu
Great ! A new cartridge game in progress :)
Quote from: Trebmint on 21:08, 27 September 13
Well I've got it as a .cpr file now, so its going well... hooray! Thanks to arnoldemu
I didn't send you the full filesystem yet ;)
But good you used the other code I sent you. I will publish this also.
I want to do a little more testing before it's released.
I wrote a small PC program that converts a .sna to .cpr plus allowing me to load graphic data into the last 16k too, and then just copies the ROM to RAM as in you're manner.
Just a little update since I now am running it as an actually .cpr file rather than a .sna
Still the sprite things to add in game, and I've managed to bust the hi score system somehow, but have added some nice pics an stuff to the game screens to plus it up a little
(http://www.catanddoggifts.co.uk/image/sorp/shot8.bmp) (http://www.catanddoggifts.co.uk/image/sorp/shot8.bmp)(http://www.catanddoggifts.co.uk/image/sorp/shot7.bmp) (http://www.catanddoggifts.co.uk/image/sorp/shot7.bmp)
If you wanna take a look at the .cpr as far as it is then you can get it here sorcery plus (http://www.catanddoggifts.co.uk/image/sorp/sorcery.cpr)
Any comments?
What are the keys? Can't get past the title screen? Or is this the only thing included in the cpr?
Its joystick so in winape thats set to the numerical keys unless you've altered it. You might have to press num lock too
is pause 'P'?
That is the pause button on the gx4000.
The cpr doesn't work in arnold emulator - I can fix that, but I really like the presentation.
Quote from: arnoldemu on 17:37, 01 October 13
is pause 'P'?
That is the pause button on the gx4000.
The cpr doesn't work in arnold emulator - I can fix that, but I really like the presentation.
Is that because the the .cpr RIFF header is wrong. I just copied the 20 byte header from Switchblade TBH. It works in Winape and thats all I can test it on. I just leave my pure faith in Richards emulator hands for accuracy.
And I have no idea where the Pause is. Ive not changed the code like that so perhaps there never was a pause function in the original. Actually I'd forgotten the Pause... what key does it map to?
Glad you like the presentation. Only really the hi score bug fix and graphics to ammend from here in. No free room for any nice fades etc as they pretty much filled the memory. All the changes I've added had to be done in about 800 bytes
Oh and backspace is Pause... and then Fire to unpause.
Nice progress!
Looks really good.
Just a thing:
Is it possible, that you don't initialise the sprites well?
(A real CPC+ has random pixels in the sprites, so you have to clear them fully, before you define them new)
My (crappy) CPC+ emulator does the same: On reset it fills the sprites with random bytes.
So, I see this: (Rest of screen is not visible, because it's my sprites debugger window)
The "bad" pixels appear different after each reset...
If you mean those random pixels they're not sprite relics. They are issues where the line splits... problem is because the black part of the screen above it is actually a repeat of the screen below with the palette turned black... but the + takes two scanelines to reset the colours to the next palette so you get what are seemingly randon pixels. This will be fixed by setting the initial screen to a point where the visible lines are blank
Actually ignore me. I will reset the sprites properly... just trying to save on memory
:D
We will see...
Perhaps my emulator is inaccurate somewhere...
I transferred your CPR to BIN and then back to CPR...
Hopefully this works ok now in Arnold:
Hi Trebmint,
Well, I know how much comments on own productions suxx! First your recent pictures are amazing! Great work. But there is one thing, that could IMHO improved. The "Sorcery" logo hast huge pixels, it's resolution is even worse than on a 464 old generation without disc drive ;) . So don't take it offensive please, but IMHO you really should alter that. I assume you are using sprites for that, and therefore the giant square pixels. Well you could just divide X and Y by 2 and everything would look just great. Give it a try.
Anything else, just wonderful! :)
Quote from: Devilmarkus on 19:28, 01 October 13
We will see...
Perhaps my emulator is inaccurate somewhere...
Well by default the CPC+ sprites are full of "random" values, so your emulator is probably doing (roughly) the right thing.
Just looked up the price of EPROMS.... so its actually more or less the same price for 64k as 512k. And there was me thinking of compression to keep in the 64k.... nah just gonna stick more graphics on it haha
Quote from: Trebmint on 00:26, 02 October 13
Just looked up the price of EPROMS.... so its actually more or less the same price for 64k as 512k. And there was me thinking of compression to keep in the 64k.... nah just gonna stick more graphics on it haha
The cheapest I found were the flashable 1mb old BIOS chips on ebay.
They work in any size on the Plus up to 512kb and was only £10 ish for 10 including p&p.
Quote from: Trebmint on 18:28, 01 October 13
Oh and backspace is Pause... and then Fire to unpause.
Please change so P is pause so that it will work on gx4000 :)
We put this little guide together some time back. It's great.
Guidelines for Programming games - CPCWiki (http://www.cpcwiki.eu/index.php/Guidelines_for_Programming_games)
Should be followed by all coders, imho.
Quote from: redbox on 07:39, 02 October 13
The cheapest I found were the flashable 1mb old BIOS chips on ebay.
They work in any size on the Plus up to 512kb and was only £10 ish for 10 including p&p.
I don't understand well. They are 1Mb, so 128KB IC, yes?
Quote from: arnoldemu on 09:31, 02 October 13
Please change so P is pause so that it will work on gx4000 :)
Tis now fixed..... Now I have to try and work out a scheme for the chunky logo. People are never satisfied :P
Quote from: TotO on 11:41, 02 October 13
I don't understand well. They are 1Mb, so 128KB IC, yes?
The flashable ones are M27C1001.
Yes they are 128kb x 8. You can use them in Plus cartridges as either 128kb, 256kb or 512kb.
As I said, you can get second hand ones on ebay really cheaply and they flash fine in my Willem Programmmer.
OK. It's what I though, but was not sure.
Quote from: Trebmint on 15:13, 02 October 13
Tis now fixed..... Now I have to try and work out a scheme for the chunky logo. People are never satisfied :P
Get rid, it looks so out of place! IMHO.
Well this is my final attempt at making it pretty... though this is a tech mock up as it involves a lot of work with the panel area and its different from the wordy original version. But im keeping a large logo... I like it, but its mode 0 proper not super chunky pixels. The book too will be mode 0 not mode 1 and will slowly replace the image of the spell book with an burned looking version rather than just disappearing. How people like it now
(http://www.catanddoggifts.co.uk/image/sorp/shot1.bmp)
nice update ;)
Quote from: Trebmint on 08:55, 05 October 13
Well this is my final attempt at making it pretty... though this is a tech mock up as it involves a lot of work with the panel area and its different from the wordy original version. But im keeping a large logo... I like it, but its mode 0 proper not super chunky pixels. The book too will be mode 0 not mode 1 and will slowly replace the image of the spell book with an burned looking version rather than just disappearing. How people like it now
(http://www.catanddoggifts.co.uk/image/sorp/shot1.bmp) (http://www.catanddoggifts.co.uk/image/sorp/shot1.bmp)
Really looking forward to this game! Suggestion for naming: Sorcery 2013 or Sorcery++
Is it technically possible to make this game a smooth scroller on the "new hardware"?
Seems like I have to update my avatar soon. :)
Quote from: ivarf on 11:02, 14 October 13
Really looking forward to this game! Suggestion for naming: Sorcery 2013 or Sorcery++
Is it technically possible to make this game a smooth scroller on the "new hardware"?
Seems like I have to update my avatar soon. :)
You mean scroll around the entire map? The answer to that is no. Technically its possible but that would be a different game wouldnt it, and it would need a complete rewrite. Ive taken the original and tried to match the plus hardware to what it already does. For instance the only sprites used in game are for the the sorcerer, and that creates an additional headache at the end where all the normal sorcerers turn into the sprite version... which I've yet to get around too. Other sprites are used for the bottom panel, which in turn allows me to have a big logo on screen. The upgrade really is about making it prettier, more cohesive and graphically rich. It is however still the same game. If anyone can do some better music though :P I cant write a song using a tracker
Still a longish way to go as I've decided to try and make this as good an upgrade as possible
And the name ++ was the thing that drew me to it cos its a kinda pun.... haha yes Sorcery ++. Technically its Sorcery not Sorcery+ so really its only Sorcery
+[/size]
Here a 16 sprites Plus logo for your top screen... :-\
Quote from: TotO on 08:14, 15 October 13
Here a 16 sprites Plus logo for your top screen... :-\
I did initially go down the route of making the top logo a sprite. 14 sprites infact, so 2 spare for sorcerer graphics. However that changed and the new logo is Mode 0 and the 16 sprites are used 4 for item you are carrying (replacing the wordy You are Carrying) 4 for the Energy (which replaces the Wordy Energy % thing) and 6 for the Book which becomes 16 colour but Mode 0. And of course 2 for the sorcerer.
Unfortuantely I dont have time to do any sprite swapping during the game as the game runs on an interrupt system, and the memory is full with the existing game (Since its not designed for plus they made no allowance for it). Meaning all the sprite data has to be pulled from ROM and that means the only time I can copy sprite data from Ram to Sprite Ram is during the blank. Else you get bank memory drawn on screen). I will think about it though, but Im worried it will slow the game down. Doing so many palette changes already does have a processor hit dont forget
Quote from: TotO on 08:14, 15 October 13
Here a 16 sprites Plus logo for your top screen... :-\
Oh and the image is 160x40? So that's 16x16 sprites laid out how?
Quote from: Trebmint on 00:31, 15 October 13
[size=78%] For instance the only sprites used in game are for the the sorcerer, and that creates an additional headache at the end where all the normal sorcerers turn into the sprite version... which I've yet to get around too. O[/size]
I guess that you could hide the energy, item carried and book at this point to reuse these sprites for the multiple sorcerers?
Isn't that a lot of memory to use just for the logo, btw? I guess if it is available then it's no big deal.
Quote from: Trebmint on 10:19, 15 October 13
Oh and the image is 160x40? So that's 16x16 sprites laid out how?
Damned... My grid was set on 10x10 instead of 8x8 pixels... So does 160x40 instead of 128x32...
I'm sorsorry. :(
Quote from: Sykobee (Briggsy) on 10:29, 15 October 13
I guess that you could hide the energy, item carried and book at this point to reuse these sprites for the multiple sorcerers?
Isn't that a lot of memory to use just for the logo, btw? I guess if it is available then it's no big deal.
Obviously before Sorcery used the whole of the #c000 - #ffff for screen, but the bottom panel is in effect filled with not much (the part in mode 1). The new idea is to make the screen bigger by using the 6 line panel again so the screen is not 200px high but 248px by using a split. Obviously I cant show the same things twice so the logo you see drawn at the top in effect avoids and uses a different palette from the panel at the bottom. The bottom panel really now only contains a mode 1 line saying where you are and at the very base the words item, time, energy the rest being made up by 14 sprites. These actually exist with the logo twice but using ink switching to hide it. I have toyed with the idea of putting a very faint version of the logo at the base too, but I dont think it will work as well and make the trick obvious
Quote from: TotO on 10:46, 15 October 13
Damned... My grid was set on 10x10 instead of 8x8 pixels... So does 160x40 instead of 128x32...
I'm sorsorry. :(
I would like to do the logo mode 1 and massive.... but its not super easy. Will have a look again at palette switches every 2 lines say
Quote from: Trebmint on 10:58, 15 October 13
I would like to do the logo mode 1 and massive.... but its not super easy. Will have a look again at palette switches every 2 lines say
I was drawing a mode 1 palette switches every 4 lines while you write that. ;D
But, I can draw a 2 lines switchs to look better.
Hey ToTo. This is how my screen is laid out. I've effectively put the bottom panel on the top.
(http://www.catanddoggifts.co.uk/image/sorp/sorcerylayout.bmp)
Currently the top panel is 8 lines Mode 1, and changes to Mode 0. If you want to redraw the logo in Mode 1 you can do palette changes every 2 or 4 line. 4 Lines is better for the processor, and dont forget you have the whole 4096 colours.
However the last 8 lines need to merge with the words "time", "energy","item". Obviously these will now need to be done in Mode 1 which is better and just 1 ink colour... which means the bottom of the S and the axe have to use only 2 colours + background. The ink for the writing cant be used.
Why not stretch the sorcery logo a bit too so its more that 160 wide. You can actually the entire thing except the top and bottom 8 pixels with what you like. Sorcery 2012???? or some fancy design either side of the logo
I have the whole 4096 colours, but I can't use more than 4 each 4 lines... ;)
But I will take a look for using more. Thank you.
Quote from: TotO on 12:05, 15 October 13
I have the whole 4096 colours, but I can't use more than 4 each 4 lines... ;)
But I will take a look for using more. Thank you.
If it helps you can have a split every 2 lines apart from the last 8 lines of the 40 (Because they need to include the text)
Obviously the first ink is always the dark grey blue of the background colour. That's 16 colour changes of 3 colours = 48 potential colours. I realise they will be less.
Also you need to allocate them in dark to light order to avoid overrun on the palette change. Unfortuantely each ink take 3 characters widths to change meaning if you change a blue to a red it might happen a bit way across the screen. So its better to make a red change to a nearish red colour to reduce this effect.
I would like to add 2013 to Sorcery logo... Possible. You do have 320 pixels width now to play with
After, to be honest, I'm not fan about filling screens with the game title... Because that add nothing to the game itself.
And at end I suppose that will have a side effect on the ingame display performances.
With Mode 1 and 2 animated sprites (candel), you can get a nice result on the HUD and keep the 320x200 original ratio to look more "16-bit".
Seems like im in a minority of 1 who hates massive borders. Project canned
Eh... did I miss something? ::)
Quote from: Trebmint on 13:59, 15 October 13
Seems like im in a minority of 1 who hates massive borders. Project canned
That's a shame.
Seems to be a recurrent theme on this forum; people ask for opinions, get lots of them, throw toys out of pram and then quit project.
Not sure about the solution though.
Quote from: Trebmint on 13:59, 15 October 13
Seems like im in a minority of 1 who hates massive borders. Project canned
Hey!
I was just proud to help you... It's a strange reaction that you have here. :o
If what I done not make you happy, just ignore it. It's your project!!!
Good luck,
TotO.
Quote from: redbox on 14:13, 15 October 13
That's a shame.
Seems to be a recurrent theme on this forum; people ask for opinions, get lots of them, throw toys out of pram and then quit project.
Not sure about the solution though.
Actually I said on a previous page this is the final design and layout. I'd already modified the design as people disliked the chunky logo to a Mode 0 size. That required a lot of work converting the lower panel into image rather than words.
If people prefer a completely Mode 1 panel and 160x200 screen size then we're better off sticking with the original tbh.
Quote from: TotO on 14:22, 15 October 13
Hey!
I was just proud to help you... It's a strange reaction that you have here. :o
If what I done not make you happy, just ignore it. It's your project!!!
Good luck,
TotO.
Thats fine. Its just seems most people prefer the mode 1 look less colour look, which is pretty much the original. The idea is to improve it... if thats not what Im doing why bother
Quote from: Trebmint on 14:39, 15 October 13Thats fine. Its just seems most people prefer the mode 1 look less colour look, which is pretty much the original. The idea is to improve it... if thats not what Im doing why bother
Like I said, it's your project. Do want you want.
I love your ingame redo with the nice raster colours choice in background. Just that look better! 8)
I only put the Amiga score part on your mock-up for making your game looking more 16-bit... Than all.
Mixing Mode 0 playfield with Mode 1 is what I done on R-Type too and our screen size was worst than your. (only 256x192)
When you play, you watch the playfield and take a look on the score part, but don't take care about borders. (filled or not with static gfx)
Shame it was looking nice and was looking forward to a new/revamped game for my 6128 Plus. I didn't want to comment as I know squat about programming :(
Quote from: Trebmint on 14:34, 15 October 13
If people prefer a completely Mode 1 panel and 160x200 screen size then we're better off sticking with the original tbh.
Just do what you prefer, would be great to see it finished.
Feedback is great for projects (usually it highlights something you might have missed) and maybe just take what you want from it and go from there.
I'd be interested in looking at the sound/music routine to see if it's possible to make it more Plus friendly :)
Quote from: beaker on 17:37, 15 October 13
Shame it was looking nice and was looking forward to a new/revamped game for my 6128 Plus. I didn't want to comment as I know squat about programming :(
TBH I will probably finish it. I guess its just the fact that when people want to change something so totally and you've spent a long time trying to make it work it sucks given this is the second redesign, especially when the new suggestion is almost reverting it back to how the game originally was. I guess the bottom line is that the game is still the same game and no graphical effect is ever going to make it play better. Probably better to finish the game and shut up talking about it and hope the cartridges are eventually made. If people dont like the end product what can you do.
Quote from: Trebmint on 10:10, 15 October 13
Unfortuantely I dont have time to do any sprite swapping during the game as the game runs on an interrupt system, and the memory is full with the existing game (Since its not designed for plus they made no allowance for it). Meaning all the sprite data has to be pulled from ROM and that means the only time I can copy sprite data from Ram to Sprite Ram is during the blank. Else you get bank memory drawn on screen). I will think about it though, but Im worried it will slow the game down. Doing so many palette changes already does have a processor hit dont forget
Would it make any difference speedwise if the sprites are used from cartridge ROM?
Don't try to find an excuse to not finish it by putting the fault on others. It is a bad faith to said that "my" mock-up is a reverting back. (in order CPC, ST, PLUS)
[attachimg=1] [attachimg=2] [attachimg=3]
And I agree... If you don't endure peoples comments or community help, why are you posting here?
Please, come back to impress us when it will be done, "if you finish it a day". Like you said...
It's the best thing that you can do, because no WIP game shown on a forum was released and because many peoples here would like to play your game.
Good luck!
Quote from: Trebmint on 18:12, 15 October 13
TBH I will probably finish it. I guess its just the fact that when people want to change something so totally and you've spent a long time trying to make it work it sucks given this is the second redesign, especially when the new suggestion is almost reverting it back to how the game originally was. I guess the bottom line is that the game is still the same game and no graphical effect is ever going to make it play better. Probably better to finish the game and shut up talking about it and hope the cartridges are eventually made. If people dont like the end product what can you do.
Cool :D I'd just take the positives, that there's interest in the project and others in the group were kind enough to spend their time offering suggestions. As others have said, at the end of the day, they are just suggestions as you're the one writing the game it's obviously up to you if you want to take them on board. I think it would have been worse if no one had shown interest in the project and no one replied to the thread?
Good luck and I look forward to the end game :)
@Trebmint: Never mind. Some comments (f.e. EgoTrip) shall not be taken serious. As Beaker told, stick with the constructive critics. And still you can either take it our refuse it. I know how depressing this forum can be if you present your work, and then .... yes, well. All humans.
Just take it easy, I'm sure you will create a wonderful product at the end. It already looks very well :)
It would have been a shame if you didn't continue with it, honestly!
There's lot of chit-chat in our forum, most of which you should not take seriously. Think of it as a pool of ideas, of which you can take of what you deem the juciest bits for your own project.
The rest of it is ideas that others may use in their own projects as they seem fit. I often read about things in such threads that I had no idea about.
Quote from: ivarf on 18:48, 15 October 13
Would it make any difference speedwise if the sprites are used from cartridge ROM?
All sprite data has to be copied into the asic registers.
I don't think there is a difference between copying from rom and copying from ram. But to be sure I'll test that soon.
Quote from: TotO on 18:55, 15 October 13
It's the best thing that you can do, because no WIP game shown on a forum was released and because many peoples here would like to play your game.
My personal choice is to not show WIP of my games on forums.
It would put pressure on me to change it or to finish it in a fixed time. People get excited when a wip is shown and want to ask questions or suggest ideas. In itself that is not a bad thing, but it can take time from getting it finished, but also if you tried to please everyone it may end up going against what you want from it, then motivation can be lost.
Go with your current plan, I am sure it will be great.
There will always be critics.
Each game done is a learning experience which can be put towards the next.
@Trebmint: I think your wips show you are making great things. Keep on going and release it when you are ready. :)
Quote from: Trebmint on 14:15, 25 September 13
Decided to have a go at upgrading the game Sorcery to the plus, and this is the results so far. Still lots to do, as the main sprite needs to be done, but the sorcerer is going to get his own 15 colour palette.... so it should look better.
Any comments?
(http://www.catanddoggifts.co.uk/image/sorp/sorp2.png) (http://www.catanddoggifts.co.uk/image/sorp/sorp2.png)
(http://www.catanddoggifts.co.uk/image/sorp1.png) (http://www.catanddoggifts.co.uk/image/sorp1.png)
(http://www.catanddoggifts.co.uk/image/sorp/sorp3.png) (http://www.catanddoggifts.co.uk/image/sorp/sorp3.png)
Looks wonderful! :)
Is this project off?
Most CPC projects takes a looooong time to make, because everyone has fulltime jobs and family to take care of as well.
If any CPC coder ever lose his job, I vote that we all transfer 10 euro to him every month to do CPC coding. If 100 people did that he should be able to make a living from CPC coding. :)
€1000 per month, is that even minimum wage in most European countries these days? :laugh:
Quote from: beaker on 12:54, 16 June 14
€1000 per month, is that even minimum wage in most European countries these days? :laugh:
I said "make a living", not receive the minimum wage.
€1000 is probably down there with social welfare these days.
Hi, this project isn't dropped, but is on hold. When I started this last september I was under the impression that the cartridge issue was being solved and that cart cases were soon to be produced, and I put in a request for 50-100.... alas I'm still waiting. When there's a real hardware solution to this (and I mean pcb & case) then I will finish and release this. But if somebody wants to give me a thousand euros I'll happily finish it sooner :P
I have however been working hard on my symbos project symstudio (now know as Unify), so I'm not quite done yet with the cpc.
Quote from: beaker on 12:54, 16 June 14
€1000 per month, is that even minimum wage in most European countries these days? :laugh:
I have been told that the average sallery in many eastern European contries is well below €1000 and for a typical industrial worker there its less than €500
Quote from: ivarf on 11:06, 29 May 15
I have been told that the average sallery in many eastern European contries is well below €1000 and for a typical industrial worker there its less than €500
So if he loses his job he needs to move to eastern Europe first and then start coding? :)
Bryce.
Quote from: Bryce on 11:33, 29 May 15
So if he loses his job he needs to move to eastern Europe first and then start coding? :)
Bryce.
I would love that! ;) Or China, I have always fantasized about having a team of chinese programmers coding CPC games for me
What a good idea ! ;D