Return Styles: Pseud0ch, Terminal, Valhalla, NES, Geocities, Blue Moon. Entire thread

Making your game general

Name: Anonymous 2018-08-08 9:11

ITT we discuss how to collaboratively design our games.

Name: Anonymous 2018-08-17 18:23

>>142
A typical programmer thinks he has to design his own engine that will be fast, non-bloated and capable of unique gameplay mechanics.
It's 2D, it doesn't need to be fast or non-bloated. But it's definitely easier to come up with unique gameplay that way. I can put any 2D objects on the screen in any way I want, not being limited by some predefined subroutines of a preexisting game engine. I'm using a pseudo-sprite system and collision detection, but I can also just add whatever the fuck I want, if I want to do weird shit. It opens up the possibility to make weird and unusual gameplay instead of everything being a tried and true trope that you've already seen in countless games.

>It will actually take most of time to debug the engine
Wrong. My game engine is simple enough. Hell, it seems easier than learning all the features of a super complicated game engine.

I am making a 2D game and there's nothing you can do to stop me.

Imagine getting this upset about someone enjoying making something.

Newer Posts
Don't change these.
Name: Email:
Entire Thread Thread List