I know and that's why a Lazarus component (Lazarus is open-source Delphi-like IDE, basically) should be made first, then maybe add one for Delphi so nobody is forced to do anything (if they prefer Delphi and have license they can use it, if they don't like delphi or can't afford it, they can use Lazarus). I'm actually on PGD and I'll ask about it.
Dariusz "Darkhog" G. Jagielski
Recent community posts
It's sad really. Don't have enough knowledge to update bindings or make a Lazarus component (I can't afford Delphi, it's too darn expensive), but would use it if someone would make those. I'll go ask around on some Pascal-related sites, maybe someone could update them.
They're stuck at library version 1.11 (if the comment is to be believed) so update would be nice. Pascal isn't as bad as you think. Also, perhaps a Lazarus/Delphi component to render a TilEngine scene would be good. And docs, even if generated with pasdoc.
//edit: Also add Pascal examples.
What sort of limited feature set are we talking about? Anything that deals with palettes is a fair game, I guess since you can't do palette swaps/shifts with ARGB or even RGB images (other than doing graphical equivalent of search and replace I guess, but it's less performant and unneeded).
Also what visibility checks are you doing? If you are doing these to avoid overdraw, you can safely disable those I guess as modern devices are performant enough to handle overdraw in 2D space.
Perhaps if you'd write more about what algorithms stand in the way we could figure ways to change the algorithms involved so they'd work with 32bit images (other than palette shifts, since they'd be too cumbersome to do with 32bit images and should be limited to 8bit assets).
I'd like support for 32bit images. There are some limitations when using 32bit images, such as not being able to play with palette, but many of raster effects could be achieved even with 32bit images as they depend on changing stuff like scroll value and image scale on each scanline, not playing with palette. I believe having support for 32bit images would make the engine more versatile even if some of the features, like palette shifting would be limited to 8bit assets.
Well, you should try IMO. The developer I've commissioned it from had some reservation about using DLL version, but I think it was just some sort of preconception. I can act as a tester as I have CF.
Could you maintain Clickteam Fusion Klystrack extension in future (it is compatible for now)? https://github.com/SortaCore/MMF2Exts/tree/master/DarkEDIF/Klystrack
All you'll have to do is to recompile against static release lib, non-SDL one.
Thank you for your kind words. Yes, I already plan a free demo (that's how I'm going to draw people to my $100 indie gogo campaign since I simply can't afford Steam Direct fee, of course will be selling the game here as well). I'll do traditional promotion as well (since I know how hard the making a thing go viral can be, that's why I've asked for tips) and since my game is supposed to be cute, fun and care-free experience, I'll concentrate on comedy - I consider myself pretty good at writing it.
Have a nice weekend!
Sorry, but I simply don't have time to do this. But with these easy steps you can make your own which would fit your game best. Until I saw these videos music making didn't really click for me all the way through, but after following this simple advice I was able to easily make quality music for my game.
I've noticed there is none, so I've decided to create one so community can chat and share cool tunes they've made or are working on.
Here's the invite (shouldn't expire): https://discord.gg/cNPWkRT
@kometbomb It would be nice if link to it could be posted on the itch.io page and on github.io one. I'm also looking for moderators as I won't have much time to police the server.
You can compose Hollywood-grade music quite easily and cut on composer costs. See these two videos (watch in order):
If such a musical noob as myself could get started at making a nice theme for my game, so could you. Anyway, good luck on your VN project! I hope it'll be worth my time to play (definitely will check it out once it's out).
^ This. So much this.
Here's a tip to the OP and other devs considering putting in DRM: If it doesn't get pirated, nobody cares about it (or you've invented an uncrackable DRM, which is unlikely considering even Denuvo, once touted as the end to game piracy by Chinese cracking group 3DM) has been cracked multiple times and will continue to be cracked).
And here's a story. About a guy called Jack. He is a poor fellow. He can't afford games unless he is absolutely sure he will like it (and demos often won't cut it since they'll be literally the best parts of the game with some of initial slog/grind that may or may not be there being cut out). So he goes to TPB to get games. And now he noticed your game in the "new uploads" section. So he downloaded it to see if he likes it or not. And he really did enjoy your game.
Now, Jack can't buy your game yet, he can do so only when the next month comes around, but that's only part of the story. You see, there's Helen and Bob to consider as well. Helen and Bob don't game much. They have money for games, they simply don't have the time and only play the titles that they either know they'll enjoy or which were recommended to them by their friend Jack. Your game isn't some breakaway indie hit (yet) and you can't afford advertising the big AAA companies can. But, fortunately for you, Jack is now big fan of your game who will recommend it to anyone with a pair of ears and a computer. Of course Helen and Bob will buy it. And Jack will buy it the very next month.
Instead of one purchase, you got three (and potentially more from other Helens and Bobs), people who wouldn't even look at your game until it was all over Kotaku, RPS and other sites. All because Jack initially pirated it and liked it.
Thanks, however I think I'll have trouble with the first part - driving traffic. I'm not a SEO guru and not good with social media either(on twitter I have only measly 94 followers and I think most of them are fake accounts anyway). As for third thing, without custom CSS making one is kinda hard. I know I can contact support about that, but why isn't it just part of default features?
I know it isn't an exact science, but there have to be some ways of increasing the chance of it happening. The problem is I don't know what should I do to achieve maximum virality potential.
I'm wondering what happened to n00bstar and this is a good place to ask as any. His site seems to have not been updated for years and I'm really curious why. What happened to him? Isn't active anymore, just doesn't use klystrack or have been ran over by a bus?
So e.g. I can point users to gamesbydarkhog.net (don't click, just an example) instead of darkhog.itch.io and somecoolgame.com (don't click again) instead of darkhog.itch.io/somecoolgame
This would make us able to make semi-professional site with its own domain without having to pay for hosting (which only makes sense if the game is really blowing up and you're certain people will buy if it releases on Steam or somewhere else so you can afford hosting). This is really important to the poorer devs such as me who put every cent into the game they're making and can't really afford outside expenses such as hosting (domains are cheap though and if you can't save few bucks once a year for a domain, you need to sort it out).
While n00bstar's tutorials are great, this is one part where they are severely lacking. No info on the wiki as well. I really want to know how can I make nicely sounding FM instruments. Trial and error is fun and all, but I'd rather know what I'm doing ;).
Really cool and seems to work well. Could you make it so the compression and decompression routines could take and return ordinary Lua arrays/tables instead of saving stuff to the sprite data?
I see. However I prefer to get it into the code instead of having to utilize sprites for that. If we could copy output from the console, it'd be quite easy - just trace() it and then copy-paste.
Let's say I got a compression function that outputs a lua table that contains compressed data. How do I get it from my tool to game's code so I can remove original data and just use compressed one to save cart space?
i.e. I have for example following function
function compress(uncompressed_table) --do some compression stuff return compressed_table end
How do I get compressed_table out of that tool and into my program?
Since Tic is fantasy computer and not fantasy console like Pico, could we have keyboard input as an option? Would be useful for more advanced games such as sims or RPGs - things that can't reasonably be controlled with two buttons and d-pad or mouse only. Also it would be swell if you could in input tag declare more than one input method if the don't conflict using plus sign (e. g. if you want your game to use both joystick and mouse, enter joy+mouse or mouse+joy. Obviously if keyboard support is added, it would conflict with joystick due to arrows and z/x being part of the keyboard so kb+joy wouldn' t be possible (in keeping with fantasy hardware thing, you could explain that keyboard connects to the same port joystick does and as such the two can't be used together).
Currently I'm using TileStudio for that, but since it's quite old, it doesn't go well with my 1080p resolution. Any other apps that are free (not "demo" kind of free like that PyxelEdit or whatever it is called, but actually free) and have facilities to easily pixel out tiles, with things like e.g. looping preview or ability to test out tileset in rudimentary map editor. Basically TileStudio but better.
//edit: Nvm, found my pick. Pixothello.