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A member registered Mar 20, 2015 · View creator page →

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(1 edit)

Because you’re lying about the true price of the product.

If you publicly set a price, just to let yourself yell “100% SALE” at all times, that is deceptive pricing.

That’s illegal.

Added an appendix.

Amen to that. Better to get no answers at all than ones like those.

Where do you think it’d fit best? I’m thinking to put it at the paragraph right before the appendices. Not sure on adding a new appendix for the only one document on ARB there is.

No license implies “All rights reserved” in pretty much all jurisdictions, unless Itch’s ToS overrides it, which I don’t think it does.

I would say it is not practical to have two separate worlds, because they will inevitably desynchronize over time as numerical errors add up.

On the other hand, it is completely normal to switch between views of the same world, and have different control schemes for each.

I have no idea what you mean. There are games that switch between 2D and 3D, but they’re still 3D internally. Sonic Colors, for one. I think the Super Mario Galaxy series also does that from time to time.

You don’t create games on Itch. You just upload them.

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10 year-olds means ten 1-year olds.

My point stands. Your vision is to basically destroy the usefulness of the tag system, by muddying things together. I, OTOH, don’t assume people are stupid.

Neither gorillas or chimps or orangutans are equal, nor are femdom and dominatrix, nor hide and hide & seek. Stripping hyphens also leads to potentially different meanings: 10-year olds vs 10 year-olds, man eating vs man-eating, big-ass vs big ass, etc.

This is a slippery slope if implemented automatically and continuously, and the above are already signs.

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No, I am saying tell them to install SDL2 themselves. I would never ignore the 0.01 percent :).

Your particular example is tricky, because from what I remember, either apt or the Debian repos hate having both 32-bit and 64-bit SDL2 installed at once, so I would make SDL2 an exception.

I switched away from SDL2, though, partly for this reason, and now use either GLFW + OpenGL or just GDI directly.

I see no reason to tell people what packages they need to install. They, as the users of their respective system, ought to know that better than I do.

I also haven’t had many problems with distributing basic Linux executables that load dynamic libraries. By far the worst thing to deal with is glibc’s versioned symbols, but there are ways around it.

(1 edit)

Alright, there’s now left shift to sprint (the save.xml save file can be transferred without issues).

Not to mention cheating potential

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Your first mistake was in looking for an engine.

Game development is programming, not a battle of game engines.

Still too slow? Damn, I kept increasing walking speed in development so running wouldn’t be necessary.

Can you believe the speed used to be like 10 times lesser lol

(4 edits)

Each booru does things its own way, but I can’t think of one with a small tag pool. Most are actually giant. IIRC Danbooru actually allows anyone to create a new tag, or edit the tags of other users’ posts. As of 6 years ago it had approximately 317,760 tags according to here.

There’s also volunteers who moderate tag misuse, but that’s much harder for video games than it is for single-frame images.

Now I’m not saying Itch should erase the tag limit or 100% become a booru, but if it already allows people to make up their own tags, then a higher limit and tag exclusion is basically expected.

(1 edit)

They might not, but do they have as much diversity and freedom in tagging?

I see Itch very much as the “booru of video games”, and a good tagging system is vital for those.

INB4 this becomes machine learning classification, which sounds interesting in itself.

Actually, looking at the search results page, tags aren’t shown there either, so even a naive version would need extra HTTP requests to find them.

A naive version would simply remove the entries that don’t match, with nothing taking their place, so search results could be empty a lot of the time.

A non-naive version might be against Itch’s ToS, but I am not sure.

(2 edits)

Yeah.. that’s what you get when you focus on writing drivers instead of the real hardware for too long..

Still, I don’t like how the Wikipedia article doesn’t have a citation. Even if it were obvious today, it definitely won’t be ten years from now.

That thread doesn’t explain anything, and again, nobody there differentiates between USB and PS/2 keyboards.

Looking it up, however, it looks like not all keyboards took advantage of PS/2’s superiority.

(1 edit)

That exact paragraph also doesn’t feature a single citation. I have no idea what they’re talking about. On PCs the PS/2 interface sends signals as keys are pressed and released, leaving key rollover to the operating system itself.

It’s actually USB’s standard keyboard interface that only allows 6-key rollover, because the buffer of pressed keys is stored in the keyboard, at least on the simplest setting (the boot protocol).

I don’t think I’m missing anything else, though I could be wrong.

An idea needn’t have a conclusion. In that case the developer and player would both explore it.

First off: amazing to see this. I don’t make visual novels myself, but I’m excited to see anything new and low-end.

You’re aware that your code is kind of screwed up, so I won’t mention that.

Please, please, reconsider your scripting. In my last project I used an XML parser to read levels, and over time it morphed into some completely hideous programming language. I know for a fact that it would’ve tainted people’s modding experience, so badly even, it could’ve made a cult following. Next time I’m just using Lua or something else. This is also, for the record, coming from someone who’s already dabbled in compiler/interpreter design for years, and is “working” on a compiler of his own – quotes because everything is on indefinite hiatus.

If you’re worried about even Lua being too bloated, there exist other ones, but Lua is most well-known and it’s very easy to integrate. You can keep the important state like the weather and time in the main engine, and have Lua access it through metatables and the __index & __newindex metamethods.

A Lisp would be even more lightweight, but also more exotic. Still better than some XML-based crap, and uh.. your crap as well (meant endearingly :) ).

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yet your system forces me to re-sign in.

A mailto link isn’t a system. If you have multiple e-mail clients, it is your system that is simply poorly configured.

Your first link refers to four vulnerabilities in different software that are now all patched.

The exploit in your second link relies on the attacked actually pressing the Send button, revealing their preferred e-mail address. How do you expect Itch to know to whom they are speaking without knowing your address?

The third link isn’t even a vulnerability.

The first link speaks of some serious stuff, but if some implementations having vulnerabilities is enough to throw away an entire protocol, then we would’ve thrown away HTTP because some servers are prone to path traversal. The article is from 2020, anyway.

Lastly, the mailto link is visible to everyone: mailto:support@itch.io. No attach parameter, no nothing.

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Making your own is always the best option.

While I don’t have a “portfolio” per se, I do at least showcase my work on my website that I host statically on GitLab. GitHub also has this feature.

At the moment I intend to move the whole thing onto a good VPS, which would free me from any Git company at all. I’m in no rush, though, as nothing’s broken yet.

Use 3D modelling software.

(1 edit)

Handled what? Your question is extremely broad.

You deal with it by practicing. This applies to everything.

I don’t use MonoGame, but I once used LibGDX, which is based on it.

There were tools, like a bitmap font generator. Memorizing the documentation is done with practice, aka muscle memory. Code reuse is quite common, as games of similar genres have, well.. similar code.

Your Steam example is specifically Valve characters, which makes sense as that’s what people go to Steam for, mostly.

But Itch isn’t a game developer, so you’re left with a mishmash of whatever different trends are on at any time, which as of now is horror games. So.. I guess Baldi? Then again, Baldi is on Steam, too, IIRC.

To be honest, I don’t think there is an answer. No Itch game has ever really been a “killer app” for the platform.

Sorry, then. It’s hard to tell.

(1 edit)

No engine doesn’t imply a board game.

Gamedev was defiled the moment it became a battle of game engines rather than actual game development.

The very topic is ridiculous; just make a video game. It differs in no way from any other piece of software, and if you know how to program, it should be no problem for you.

I don’t intend to hijack the topic with a debate, however “no engine” is as valid of an alternative as any.

No engine