The really hard part is trying to get a decently playable game in 40x30 pixels. I was thinking to have the full 64 colors available because it would be difficult to judge but the more I think about it would be easy to have a common applet framework that has a display that includes this. I’ll code up a basic framework/rules this weekend.
[quote]Allowing alpha blending on colors/sprites would also be useful and make it easier to pull of some effects that would otherwise take more work to achieve.
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You can’t really alpha blend with only 16 colours, but I will include an image format that includes bitmask transparency in the framework.
[quote]It’d be crazy not to allow palette changes. It’d be cool to allow (virtual) H-blank palette changes, but that would require strict rules. Some examples: having the palette change ‘not-quite’ synced to H-blank. The change of object color as it goes across a palette change boundary (like the cursor in dungeon master).
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I think we needn’t go that far lest we scare off less seasoned developers. I think 40x30 and a 16 colour palette per frame is quite tricky enough.
If anyone else wants to have a go at a framework then go for it, I will probably allow other frameworks for the contest as I don’t want to enforce my programming style on everybody. I will provide a reference implementation and certify others as also meeting the required limitations. My implementation will include a TinyGame a TinyScreen and an TinyImage class.