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Making your game general

Name: Anonymous 2018-08-08 9:11

ITT we discuss how to collaboratively design our games.

Name: Super Hell !JM1IoNO1/U 2018-12-31 15:19

>>469,470
I would add "combat" between what you create (suppose you create a robot) for eternal amusement with the possible variations

But, this was done in Unity which doesn't run on Linux
If you recommend me a good 3D engine for Linux I might retake this project

Name: Anonymous 2018-12-31 17:21

>>481
Id Tech 1, it is the most portable engine that you will find. Plus it is light.

Name: Anonymous 2018-12-31 17:31

>>482
doesn't do what Anuscapaverde wants though (no real 3D and no physics)

Name: Anonymous 2019-01-01 7:45

Related:
https://snouts.online/users/pixl/statuses/101336286936463478
📍Gamedevs
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📍linux | “Too niche”
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📍Fire TV
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📍Apple Watch
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📍Tizen
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📍NVIDIA Shield
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📍Jump
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📍Ouya

>>481
You don't have access to search engines, or can't program a simple web crawler?
https://en.wikipedia.org/wiki/List_of_game_engines
Populars: >>482 , LÖVE, Allegro, GODOT, LibGDX, etc.

Name: Anonymous 2019-01-01 7:52

Name: Anonymous 2019-01-01 14:49

>>484
Populars: >>482 , LÖVE, Allegro, GODOT, LibGDX, etc.

Where is RPGMaker? It is the most popular among complete. retards.

Name: Anonymous 2019-01-01 16:01

Linux is too niche IRL, because due lack of common standards each distro version has its own drivers, libraries and incompatibilities.
Oh, and where standards exists, they exist in form of bloatiest, nastiest, enterprisiest OOP like systemd and gnome "Virtual file system".

Name: Anonymous 2019-01-01 17:13

>>486
Forgot GameMaker, you're right.
Rpgmaker iirc still has some dependencies not even Winblows provides, so 50% correct.
>>487
Read what Ethan|MAGFest|AGDQ @flibitijibibo posted about, non issue, esp. with provided libraries.
Linux kernel itself is so advance, you can just target that instead, like FreeBSD did for VESA and extended unicode and true color support on console.
Linux/Mac porter, developer of FNA. FEZ, Transistor, Super Hexagon, Celeste, Dust: AET, Eversion, Apotheon, Rogue Legacy, VVVVVV, Salt & Sanctuary, Owlboy, etc.
Georgia, USAflibitijibibo.com

Name: Anonymous 2019-01-01 17:27

Inso fact:
https://gist.github.com/flibitijibibo/b67910842ab95bb3decdf89d1502de88
If you've played kkreiger, you know what I mean. I think you could even target a system as low as damn small linux. It just takes interest.
Capital investment seems to be the major hurdle.

Name: Anonymous 2019-01-02 16:20

>>486
wish it wasn't

Name: Anonymous 2019-01-02 16:40

>>490
He says it was done without scripting, but then shows an ugly script with a lot of if/else
https://youtu.be/1_Z4xGaLaVI?t=809

Without scripting = sufficiently smart system can guess your intention and generate content of fly.
With scripting = you hardcode it using spaghetti out of if/else

Name: Anonymous 2019-01-12 17:42

https://youtu.be/gX6ek3-KkVU
I am in a mental institution by the way.

Name: Anonymous 2019-01-12 17:48

>>492
You're lying. they confiscate all communication devices when you're committed to a psychiatric ward. The only way to communicate with outside words is through physical letters, which are first read by your psychiatrist.

Name: Anonymous 2019-01-12 18:16

>>493
Imagine the warden trying to make sense of a /prog/ shitpoast, handwritten on paper. Fancy that.

Name: Anonymous 2019-01-12 18:19

>>493
It's my third internation and this time it's an humanistic clinic. They let you use the internet everyday from 20:30 to 22:30 and the whole day on weekends.

Name: Anonymous 2019-01-12 18:56

>>495
getting caught 3 times

Guess you're stupid. Also, think about investing these money get from defrauding people in legal business, instead of going to jail or into asylum. I.e. you earn $100,000 selling child porn, now you can probably open a grocery or something.

Name: Anonymous 2019-01-12 21:09

>>496
Wut. I have no option if my father decides to throw me in here, it's not about being stupid. I guess there were translation problems but I'm at a clinic, not at a correctional facility. Think of it like a rehab, except I am not chemically-dependent, but had a fight with my father instead.

Name: Anonymous 2019-01-12 22:10

>>497
How can anyone decide anything for unless you broke law? You should sue them.

Name: Anonymous 2019-01-12 23:21

>>498
Don‘t.
Solve your issues.

Name: Anonymous 2019-01-13 2:39

>>499
I don't have father. My mom is a whore. So no issue. Guess fathers suck big ass.

Name: Anonymous 2019-01-13 4:14

>>495
Try to contact a lawyer.

Name: Anonymous 2019-01-20 11:45

or don't

Name: Anonymous 2019-01-22 15:19

This thread is now about Big Dubs Analysis.

Name: Anonymous 2019-03-04 19:30

How Command & Conquer was designed from tech side:
https://www.youtube.com/watch?v=S-VAL7Epn3o

Westwood basically had to hire top graphic compression scienties to compress the videos into small enough bandwidth for slow CD-readers of the time to handle.

Name: Anonymous 2019-03-04 19:42

>>504
For some reason, they really loved voxels at Westwood, long before Minecraft was popular:
https://www.youtube.com/watch?v=Zkwpa5YPhx8

Name: Anonymous 2019-03-04 20:24

How memory fragmentation killed an AAA game:
https://www.youtube.com/watch?v=_zD33Hrbo4Y

That is one of the problems I've solved with Symta, where memory is never fragmented, as opposed to your typical C++ mess with smart pointers.

Name: Anonymous 2019-03-04 21:10

>>506
Funny how instead of understanding and fixing the problem they started changing random things and hoping that the problems magically would go away.

Name: Anonymous 2019-03-04 21:45

>>507
They had deadline, and then the backlash came, when buyers found that the game is unplayable, because always crashes after 30 minutes of play. So obviously devs panicked and began https://en.wikipedia.org/wiki/Shotgun_debugging in hope of hiding the problem under the carpet.

After that they realized that it is defective by design and the whole engine must be rewritten to get rid of smart pointers, or whatever simplistic crap they used to fragment the heap THAT much. So now they remember that pitfall dearly. C++ isn't a guarantee that you will succeed, because C++ just welcomes some nasty bugs. Same with C# and Java, only in different dimension. Edited on 04/03/2019 21:49.

Name: Anonymous 2019-03-05 7:20

>>506
I remember a few weeks ago you complained that you need to implement heap allocations in Symta because stack is not good enough for some stuff. so you didn't solve the problem, you just temporarily avoided it

Name: Anonymous 2019-03-05 7:27

the real problem is that Stardock guys were at the time Windows utility programmers and mid-budget gamedevs. they just didn't have the skills required for AAA shit. they have those skills now (Ashes of Singularity was very impressive technologically, even if gameplay was a mediocre attempt at ripping off Total Annihilation), so at least they know how to learn from experience

Name: Anonymous 2019-03-05 7:35

AAA dubs

Name: Anonymous 2019-03-05 19:25

John Carmack explains all computer graphics in under a hour:
https://www.youtube.com/watch?v=IyUgHPs86XM

Name: Anonymous 2019-03-05 23:12

http://www.terrygreer.com/adventuregames.html
To fit lots of graphics into a console however meant that the graphics had to be programmed. I designed a graphic language to enable me to hand encode complex graphics. For example a line draw and a flood fill would give outlines and solid colours, while a character draw routine would draw dithers and bitmap graphics. The language was recursive so that you could even write subroutines in it. I'm not a programmer though – so I had to get the adventure game’s programmer (Dave Banner) to write the code to interpret this script.

But the results were efficient. For example we could get 10+ pictures AND the game itself into a 48k spectrum simultaneously!



Doing graphics for these machines was more akin to tapestry than drawing, but despite the crudity (especially compared to modern graphics) they did get some great reviews at the time.

Name: Anonymous 2019-03-06 1:09

>>508
Infinite money and time, I love those odds.
>>512
Why give kiketube analytics money?
>>513
I'm not a programmer though
Why are you even on this site then?

Name: Anonymous 2019-03-07 10:29

https://godotengine.org/contact
>Project Founders:
>Ivan Linietsky (reduz) - juan at godotengine · org
>Developers:
>Alexey Velikiy (jonyrock)
>Anton Yabchinskiy (a12n)
>Bojidar Marinov (bojidar-bg)
>Dmitry Koteroff (Krakean)
>Дмитрий Сальников (DmitriySalnikov)
>Yuri Roubinski (Chaosus)

Name: Anonymous 2019-03-07 10:29

>>515
make your're are game

Name: Anonymous 2019-03-13 10:39

/prog/ should make a game called The Ax of Myhanus

Name: Anonymous 2019-03-25 16:08

I am making a game in LÖVE. Stuck at adding networking right now.

Code: http://github.com/Capaverde/tilebased

Name: Anonymous 2019-03-25 16:18

>>518
there are no screenshots

Name: Anonymous 2019-03-26 17:34

>>518
>lua

That is very slow language. It is impossible to compile it into efficient code.

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