Cut out some pieces of paper and draw on them, and you can make tic tac toe pretty easily
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Well, here’s a concrete proposal to start with: allow developers to apply predefined minimum requirement tags (MRTs) such as OpenGL, AMD64, storage, RAM, etc. Each tag has an associated slider with it that corresponds to the minimum version/volume of that feature. MRTs may also have a checkmark for marking as optional, and/or a checkmark for marking additional notes.
For example, the OpenGL tag may have one of 1.0, 1.1, 1.2, 1.3, 1.4, 1.5, 2.0, 2.1, 3.0, 3.1, 3.2, 4.0, 4.1, 4.2, 4.3, 4.4, 4.5, 4.6 be associated with it. Forget extensions, since they’re called extensions for a reason. If a game requires an extension to run, then the minimum version should be the earliest where the extension became a core feature. EDIT: after thinking about this part I’m not so keen on it.
The AMD64 tag may be processor codenames, or years of release, but something recognizable.
This ignores features that were added then removed like 3DNow machine instructions, or maxima like the 2GB RAM limit in Lego Racers 2, but those are pathological cases.
Agree completely. Some form of minimum requirements filtering is really needed. In my games I write “minimum year 20XX” but that sort of thing never pops up in searches (neither does “OpenGL 2.1” or something like that).
There’s a lot of tiny details, though, like games that have a minimum OpenGL version or enter software rendering mode, requirements that don’t correspond to any particular machine builds. Will there be a predefined list of allowed tags, or can people write in their own?
The problem is that you usually have to run your own master server for a game that might not have players in a few years, if months. And the potential cheaters, which can’t be gotten rid of 100%.
Let me flip your question: have you ever seen a good looking PS1 game? I have, so what’s the problem with emulating it? Well, probably that nobody actually knows how.
I do agree with you that’s mostly used as an excuse. It’s very easy to plug in a PS1 shader, but that on its own isn’t going to do you magic or make your models good. Nor is it going to look anything like a PS1 game. Neither are the “next-gen minimum RTX” game engines helping.
Speaking of which, here’s mine: generic game engines were a mistake :).
Perhaps. Although you can get used or low-end ones, I do agree that developers keep pushing the minimum requirements too far, making them less useful (completely artificially). That’s a different problem, though.
all butler does is create and upload a zip file - for unity game it does NOT upload all the individual directories/files
These are some pointless semantics. The files and directories are in the zip file, hence they are also uploaded.
so when user downloads the game they get a zip that they must unzip someplace to get the directories/files
Yes, that’s how things are done around here. You can’t expect every person to play your game enough that this becomes a problem. An installer is too much overhead for a game I may play not 10 times in my life.
For people who want long-term installation, they can do it themselves or they have the Itch app. What will you do for the latter? Have them install an installer?
Be careful! Removing objects from a list shifts all of the items and their indices in it. Doing that while iterating is dangerous for this reason: if you remove object at index
i, then whatever was at index
i + 1 is now at
i. But your loop does
i++, skipping it! You must compensate by doing
i-- when removing.
Considering, that participating in a game jam means publishing a project, the same rules apply by implication.
Note that that’s not the full quote (emphasis mine):
Publishers affirm that they are either more than 18 years of age, or possess legal parental or guardian consent, and are fully able and competent to enter into the terms, conditions, obligations, affirmations, representations and warranties set forth in this Agreement
Audio-wise it’s very good. The soundtrack gets you up, and the many cues for different events immerse me further.
The powerups are satisfying enough that I ended up playing the game longer in anticipation of getting them.
The purple creatures, who I assume are neutral, are a nice touch.
Before that, though, I found it a bit bland. The “big box” setting is not very pleasant, and so is the flat terrain.
Like your other games, there’s this weird elimination system. Is it intended that I be able to walk around and continue shooting enemies before respawning?
Thank you for not using Unity or Unreal, by the way. Although far in the minority, I’d pay extra for this sort of thing. Even more so if it worked on old hardware or, hell, for MS-DOS. But the game itself comes first.
P.S. You only put in three tags for this game. I suggest you use all of your ten slots, to help finding this game in searches.
I’m not aware of any hard limits. You say “every commit”, but are those commits to an unstable development branch, which might get many pushes per day, or a stable branch, which might get a push every few days?
1920x1080 is generally an overkill resolution for something that’s going to be tiny with respect to the game page.
However, a lazy solution is to use pngcrush, which manages to shrink that to 2.9MiB with no visible differences in quality:
It sure looks like something made in a few minutes.
I’ve tried enough approaches to say, that to a good programmer, choice of engine, whether pre-built or custom-made makes little impact on time in comparison to the actual game.
I don’t know about Japan, but generally laws do not require the copyright owner to respond to violations.
But, yes, I would not like it if people took my work. Too often I’ve seen true art by hard-working people be stolen and reposted on Instagram. Said reposts then end up receiving more attention than the original.
Or the cases where these remixes ruin the reputation of the original franchise. That’s why Nintendo has such an attitude. It’s because most fan-games are complete shit.
If you have the strength to make a game in the first place, you should have the strength to either get more workers or work on the art, music, story and programming yourself, instead of copping out and copying.
A forum is by definition a linear ordering of posts, because it’s supposed to be an indefinitely-long conversation on a specific topic. Think bulletin boards, which used to be a lot more common, but still exist.
Though I admit, the fact Itch.io went for a strange hybrid between a list and tree (Reddit), and that posts become locked after an arbitrary time period, makes this point moot.
It’s definitely much more involved than Portal in terms of game mechanics, which seems to be what you’re looking for.
Honestly, I find it a bit too fast-paced. It was difficult for me to tell in which direction I should be running when entering one of those “directional portals”. In the bottom-right corner of zone 2, I had to hold right, enter a portal that pointed left, but I could still hold right with no issues, before entering another portal, after which I then needed to hold left, otherwise I would fall down to the bottom. All of that I needed to react in less than a second. If I tried playing slowly at that spot, I instead had the orange portal barrage me with rockets, freezing me at that spot. In the end, I ended up mashing buttons. I managed to beat it that way, but that’s surely not what you want.
In short, it’s very difficult, but that’s really the only negative thing I have to say. The concept and graphics are charming.
I’m sorry to say, but NT 4.0 is the obscure in-between new (XP+) and old (MS-DOS) that doesn’t get much attention. Let’s just say I haven’t come across a game made explicitly for it in the wild.
I’m glad to see there is some demand for it though :). I’m currently experimenting with the GDI API, so I’ll consider doing something for it.
Slippery slope arguments are fallacious only when given without evidence.
People do draw lines, but their lines only ever appear as they age and stop being purely hedonistic. This “convenience” movement, on the other hand, is driven only by hedonists, and so doesn’t draw any lines, which is my entire problem with it. Each new generation pushes the line further towards progressively pathetic, petty behaviour before normalizing it. My evidence is all of history from when science became people’s religion.
Before talking about convenience, think about whether it’s actually justified, and what you’re losing because of it. Programmers are short-sighted individuals, so it’s no surprise they don’t think to do so.
No offense, a lot of this seems like cargo cult practice you happened to absorb without thinking about it critically.
Git is only one of many version control systems, and it happens to be among the most complicated. It’s justified by its distributed nature, but game development is almost never distributed, it’s centralized in the developer’s HQ.
Your description of the blob makes sense, but it’s not what the article states:
Procedural-style design leads to one object with a lion’s share of the responsibilities, while most other objects only hold data or execute simple processes.
This isn’t just untrue, it makes no sense - procedural-style software almost never has objects to begin with. Instead, there are generic functions that operate on data, thus a clear separation. This is how I write my software, and any antipatterns or bad code in there are just that, not to do with the procedural style. If you want a good example of a procedurally-written game engine, I recommend checking out Sauerbraten. I checked it last before they moved the minimum requirement to GL2.1, and I found the source pleasant to read.
Technology is changing so rapidly that developers often have trouble keeping up with current versions of software and finding combinations of product releases that work together
I haven’t seen this to be a problem. Technology may be changing rapidly, but who said I should be keeping up? Technology should approach people, not the other way around.
Others have already commented on semantic versioning.
but once done, you will never want to go back to the stone age
Oh, you’re one of those.. well now yes offense. Sorry, but I’m not pathetic to the point of not being able to type
make in my command line. If my team doesn’t have the mental capacity to check whether something works then they’re not worth putting up with.
This one is very important. Let’s be honest, we are not very good programmers.
This is supposed to be a bad thing.. why are you accepting this, instead of improving? You may call it technology intelligence, but really it is human stupidity. At what point do you stop pulling code you yourself will never check? Have you heard of the recent colors.js case? Will you also pull in a library to add two numbers? Where do you draw the line?
Ultimately, this is all reminiscent of the kind of character that favors quantity over quality. But, I am not that. I don’t dumben myself so that my machine or some random people on the other side of the planet may know better than me. I improve myself, and so, I improve my work.
I personally think people overstate the difficulty. If I decide to start a project without carrying over my previous code, it only usually takes me around three weeks to get it to a nice state, which is very little compared to making the rest of the game itself.
In my current project, just modelling my overworld has taken me almost a year at this point.