It can’t be that bad. I remember those forum games like the pets you’d put in your signature. Those were the bomb.
mid
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By taking a break, you’re effectively gaining a fresh pair of eyes.
I often spot bugs I missed before, after a few weeks break. If I had to guess, it’s because my mind was glossing over the faulty bits and filling them in with whatever my intention was, something those removed from your work aren’t prone to.
I wanted to make a spiritual successor to the 2007 game Switchball way back in 2017, since the game wouldn’t load in Windows 10.
Then, in 2020, the devs came back from the dead and released a working version on Steam, but the thought of making a similar game stayed.
It’s now 2026.
Yeah, life will keep hitting you in the balls.
I added a (dis)claimer to the front page. There’s not much to say about what data’s used; I physically cannot get more than basically a user ID, username and profile picture, as per the OAuth profile:me permission.
Either way, thanks for the warning. I don’t tend to consider the business side of things.
Easy and somewhat fair voting systems are something I felt was missing from the Internet, so I decided to make one: UNDERWARE Electronic Polling Initiative
With an Itch account, you can either create a poll (up to 24h in duration) or cast votes. All polls are deleted an hour after closure. Who votes for what is not publicized. Feel free to try it out. It is probably a bit buggy, but the worst issues should be solved.
I was going to add a Twitch-style betting system, but the prospect of supporting an ultimately meaningless virtual economy made me stop.
As to whether such usage of Itch is allowed, all I could find was this excerpt from the Itch’s OAuth documentation,
you might be creating a website that processes someone’s itch.io data in some way
since all that is used is an account’s ID, I understand this use case is deemed acceptable.
That’s not true. Most engines, big ones like Unity and Unreal included, use plenty of middleware.
I don’t have to build a physics engine, graphics engine or sound engine for it to count as my own project. As a software engineer, you simply have to pick the right tools for the job.
In contrast, by being made for every use case, Unity and Unreal are never the right tools for any job.
Spam: https://itch.io/t/6145322/building-a-game-discovery-platform-for-indie-devs-looking-for-feedback.
And with that reply, confirmed AI garbage.
I find the survey’s framing to be strange. By only considering retro games and demakes, it suggests that modern software otherwise cannot be low-end/thin/performant.
I certainly agree that all hardware should be used to the fullest, to the extent that is practical, but that does not mean I should also use decades old software that could potentially be ridden with bugs and security vulnerabilities.
Same as always was. I write games using existing middleware, and no direct engine use.
My latest project uses: GLFW, OpenGL, glad, Open Dynamics Engine, Lua (for scripting), FreeType, Vorbis, PortAudio, stb_image, minicoro, komihash, ENet.
What limits my games is not really the programming part; it’s the fact I work alone, am not an artist and have another programming job.
EDIT: Hmm, maybe I can propose adding k4 to that Starlight list
Check out this article: https://blog.pkh.me/p/42-sharing-everything-i-could-understand-about-gradient-noise.html.
It uses GLSL for code snippets. Do not be alarmed if you don’t understand the code itself. As long as you understand the algorithm you should be able to implement it in Game Maker’s language. You also do not need to read all the way down; feel free to stop the moment you’re satisfied with your noise implementation.
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.



