It’s state of the art, cutting edge spam tech, just generate a bunch of garbage text and then insert links into a bunch of terms.
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Every creative revolution was first condemned as cheating, soulless, or dangerous: digital art, photography, synthesizers, sampling, 3D graphics, the internet. All were attacked before becoming foundational pillars of modern creativity.
Nice framing. Nobody ever critiqued a creative revolution; people critique the ill uses of technologies.
A rendering engine and a UI library are totally different; there’s no reason one should include the other. There are rendering engines for Python, as are UIs. The trick is finding a pair that’s compatible.
Pygame is a rendering library, and there have been UI libraries implemented atop of it: https://www.pygame.org/wiki/gui.
I’m very much a DIY kind of person, and since I was already making my own rendering engine, I ended up implementing my own UI as well. It took up some time, but in the end I have something that works for me. That’s always another option for you.
There’s “light on graphics”, and then there is “completely non-game UIs” which is what QT/PySide6 is about. I’d never choose Qt for anything game-related besides some kind of editor. That being said, I’m curious what limitations you’ve found.
If you actually want game graphics in your game, I would simply choose a rendering engine and plug in a UI library on top of it. One that is retained which rules out things like imgui, and one that is mature, which also rules out imgui and most other UI libs. Unless you have a more vivid idea, this question won’t be easy to answer.
Depends on what tools you have at your disposal. As is I have no idea what kind of graphics you’re looking for. Is your art done with sprites or is it Spine-like? Is it actually 3D?
A Bezier curve should be okay in theory but you’ll want the bird to slow down as it approaches, as they glide in before flapping their wings to slow down.
Mocking? Au contraire, I gave the only realistic answer. Engines don’t make you a game developer, they make you an engine user. OP literally admitted to finding Game Maker too confusing.
If you start getting into game development and your first question is “what engine to use”, start over. That’s not a bad thing, no progress was lost anyway.
Where are people here going to?
I’ve been touting XMPP and/or Matrix for years. XMPP is the OG protocol that used to power things like WhatsApp and Google Chat. Like Matrix, there are many interoperable XMPP clients.
Matrix is shittier in pretty much every way but had the bucks for marketing, so it won over XMPP. That being said, I’ll take anything.
Okay but if you know which steps need to be done, then it should be enough for you to study those steps separately. For example, do you know how to convert window coordinates to your world-space coordinates? I found this with one search: https://stackoverflow.com/questions/77373782/how-to-get-coordinates-where-pointing-a-mouse-with-raycast-in-3d.
You can’t expect a tutorial for every single small feature your game will have. At this stage you’re expected to know, you know, programming.
An old game of mine had a very small map, and a total 30 minutes of playtime. I made it save automatically on closing, so you could close the game, open it again, and be exactly* where you were. It made for a pretty smooth experience, IMO.
I don’t know about your game, but mine was mostly exploratory. If there are stakes, some threats about, and you want to put pressure on the player, then having fixed save points makes sense. Kind of hard to answer anything specific without knowing what your game is like.
Some softwares might be rebuild from scratch which takes loads of time and engineer workpower.
This is not true. There is plenty to reuse already; just don’t turn that into shit. It’s not rocket science.
What we’re seeing is people getting their comeuppance. People deserve everything that’s happening now, and I have no sympathy.
As far as I’m concerned, developers have been upping minimum requirements to force people to feed an economy that simply doesn’t require growth in the first place. The majority of software doesn’t justify at all the insane amount of RAMs it consumes, or features it demands. It is ridiculous that Notepad in 2025 takes even seconds to load on a modern computer.
Hopefully this nonsense will come to an end, as people are no longer able to upgrade, developers will finally start putting in effort in optimizing their software.
I say “hopefully”, but I don’t actually believe this will happen. So yes, I’m taking the “watch the world burn” route.
The rate of garbage production increased over time, too, so old games amongst the good are always going to rise. Or, in other words, bad games grow asymptotically faster :).
I know I’m in the minority on many things, but the only games I play regularly is Minesweeper, Tetris, TF2 and Ultrakill, none of which were released in 2025. I never go out of my way to find games released now, I simply don’t care about that.
Really got your cult dogma down, haven’t ya. Nobody here said a thing against AI as a tool.
EVERYTHING THAT CALLS FOR CHANGE
Technology cannot call for change. The only things I see calling for change are Big Tech, who benefit monetarily from pushing AI trash, and desperate non-skilled people for whom AI is the only way to compensate for their stupidity.
AI won’t make you a game developer, not now, nor in a few years.
Your homepage URL can simply be your game’s Itch page. Itch’s documentation answers your other questions: https://itch.io/docs/api/oauth
While you can make your game server the callback URL, the server will have no way to attach/pair the access token to the client that requested it. Because of this, it is more proper & secure to set the callback to 127.0.0.1 (localhost/loopback) at some super high port that’s unlikely to be reserved. This means the client will have to temporarily host an HTTP server, too, with which it can extract the token, and then send it to the game server from its own address.
That being said, you don’t have to set this up during development. Separate the game logic from the authentication, then add logging in through Itch at a later stage. This will really ease things.
I don’t see why you cannot trust OAuth. The API key gets passed in the callback URL you define when you register your OAuth application. This URL can be for an HTTP server your client runs, or it can be the same server that hosts your multiplayer games.
In any case, the API key can be verified by querying Itch. There’s no problem.
Of course I don’t want people pirating my games; I just don’t think DRM is worth the benefits.
If tech like SGX existed 20 years ago, it’s relevant hardware self-contained to a small chunk and not the entire board, and if it didn’t require a remote server to run 24/7 for eternity, then maybe I would’ve went for it. For multiplayer games only.
A 6/10 from me would be a blessing. The more options, the more subjective they become.
I’d love to see an experiment with three options: Would Recommend, Would not Recommend or Would Avoid. It’s plain as day as to what they mean, compared to an arbitrary ratio like 6/10, and the only problem that remains is the requirement of good faith, which no rating system will fix.
Itch had a related feature in the past, the press system. It was abused pretty quickly and ended up dying.



