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Search - "game making"
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As a developer, sometimes you hammer away on some useless solo side project for a few weeks. Maybe a small game, a web interface for your home-built storage server, or an app to turn your living room lights on an off.
I often see these posts and graphs here about motivation, about a desire to conceive perfection. You want to create a self-hosted Spotify clone "but better", or you set out to make the best todo app for iOS ever written.
These rants and memes often highlight how you start with this incredible drive, how your code is perfectly clean when you begin. Then it all oscillates between states of panic and surprise, sweat, tears and euphoria, an end in a disillusioned stare at the tangled mess you created, to gather dust forever in some private repository.
Writing a physics engine from scratch was harder than you expected. You needed a lot of ugly code to get your admin panel working in Safari. Some other shiny idea came along, and you decided to bite, even though you feel a burning guilt about the ever growing pile of unfinished failures.
All I want to say is:
No time was lost.
This is how senior developers are born. You strengthen your brain, the calluses on your mind provide you with perseverance to solve problems. Even if (no, *especially* if) you gave up on your project.
Eventually, giving up is good, it's a sign of wisdom an flexibility to focus on the broader domain again.
One of the things I love about failures is how varied they tend to be, how they force you to start seeing overarching patterns.
You don't notice the things you take back from your failures, they slip back sticking to you, undetected.
You get intuitions for strengths and weaknesses in patterns. Whenever you're matching two sparse ordered indexed lists, there's this corner of your brain lighting up on how to do it efficiently. You realize it's not the ORMs which suck, it's the fundamental object-relational impedance mismatch existing in all languages which causes problems, and you feel your fingers tingling whenever you encounter its effects in the future, ready to dive in ever so slightly deeper.
You notice you can suddenly solve completely abstract data problems using the pathfinding logic from your failed game. You realize you can use vector calculations from your physics engine to compare similarities in psychological behavior. You never understood trigonometry in high school, but while building a a deficient robotic Arduino abomination it suddenly started making sense.
You're building intuitions, continuously. These intuitions are grooves which become deeper each time you encounter fundamental patterns. The more variation in environments and topics you expose yourself to, the more permanent these associations become.
Failure is inconsequential, failure even deserves respect, failure builds intuition about patterns. Every single epiphany about similarity in patterns is an incredible victory.
Please, for the love of code...
Start and fail as many projects as you can.30 -
Fun fact:
In the game Civilization, Gandhi had a aggression rating of 1 which means he didn't declare war on anyone. Now whenever someone Researched Democracy their aggression rating dropped by 2. Now instead of it dropping to - 1, it caused an integer underflow and the aggression rating became the highest possible value, making Gandhi into a nuclear warlord. He nuked everyone!20 -
This was my first freelancer project. Just dropped out of school, i think i was 17. No money, no proper hardware, i had a very old laptop & stolen wifi from our neighbor. I lived in a very small room at my mom’s flat, she wanted me out as soon as i turn 18. At the time my plan was to work on freelancer stuff and make my own games. “It will be fine, fuck school, who needs school? 😂“ I haven’t really finished anything back then, so i only had a few wip hobby projects to show ppl as my references. I saw a freelancer job posting. The task was to make a simple quiz game for mobile, it paid 350$. Back then that was a lot of money for me so i took it. I met the client, he said “2-3 week tops, i send you everything, you do the code” Cool. I finally had a “job”😃. The 2-3 weeks turned into a 8 month blur of all-nighting and just implement one more thing and its finished. I did not really have any experience on how to deal with clients and i really needed this project to finally have something on my porfolio. I motivated myself with “if i can finish this i can finish anything”. I think the story of my most definitive all-nighting was 3 months into the development. I finally got everything from the client so it was like just put it together and its done. The client wanted 300 levels, beeing a noob i was i started making all the 300 unity scenes by hand, aligning the pictures, the ui, testing each level, making adjustments to the code, etc.. after a really long night and a fuckton of caffeine i was done. I sent it to the client at around 9 am and gone to sleep. When i woke up i checked my emails to saw this: Cool! But can we do hints? (wich needed a fuckton of rework of my code) I think i had my first mental breakdown while working on the project. After that he wanted more modifications and because i made every level by hand i had to remake all of them like 10 times 😂
But in the end it turned out positive, he really helped me to start my carrier, we became sord of friends and the project gave me a lot of confidence and experience on how to deal with stuff when shit goes wrong because everything that can go wrong in a project gone wrong. It was the most valuable developer lesson. Plus it sounds so cool to say “i was born in development hell, b*tch!”🕶
I attached a pic of the laptop i worked on 😂
Thanks for reading 😃32 -
I’ve been inspired by programming many times, but a few early moments really stand out for me. Some of those most memorable early moments came when I developed Flash games with my friend in high school.
Growing up, at this point in time, around 2005, Flash games were really hot. All the kids in my school played games on addictinggames.com during any classes that took place in the computer lab, and when my friend and I started making games, it was our dream to get a game featured on addictinggames.com.
When one of our early games ended up getting featured, we were absolutely ecstatic and I’ll never forget the feeling of seeing our own work on this game website that we loved for years prior and that so manly people at our school used. It was the coolest thing and I think went a long way to encouraging me to continue to want to create things, after seeing the impact we were able to make with a simple game (as two high school students).
And I think that shows the beauty of the internet today and the power people with few resources have to get stuff out there. I think it’s maybe gotten harder as of late since there’s probably more competition, but I also think the audience is ever-growing and I hope many more people get to experience that awesome feeling of having something you worked hard on become popular.14 -
Researching to making a small 2D game using constructor classes and while building out classes, was working on my Tree method using fractal geometry and made a wallpaper out of the tree 🌳12
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Making a game with my friend. He drew shitty images (sprites) and I made a shitty game. We had so much fun!4
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I’m making a puzzle game! Cool!
Concept - done
Mechanics - done
Art - done
Ui - done
Puzzles - uhhh... this is harder than expected.31 -
We are making a hardcore dungeon crawler with our little game studio. First time using godot in production, im really excited.
Also have more cat memes.9 -
Update on this: https://devrant.com/rants/1641198/...
I was a little tired but made updated and currently getting a more natural looking tree.26 -
So Last year December my cousin see's me making a basic 3D game in Unity and says he wants to do programming.
Me: No, you don't want that. Become a doctor like your parents want you two.
Him: I'll do it.
Me: Ok. If you want to suffer, i'll teach you some basic C#
Me: *Shows him basic C# code in visual studio*
Him: *Not paying attention* Cool. When can i make games?
Me: That's not how this works. Where do you intend to study?
Him: M.I.T!
Me: You better get your ass infront of that fucken computer, google and youtube the shit out of you, matter of fact i'll get you a shit bucket so you don't have to get up.
Him: I don't have to go so hard now, i'm only 16.
Me: *Facepalm* That's why you have to do this now.
...7 months later...
(Yesterday)
Me: Show me how you make a basic calculator application.
Him: I don't know how to do that, you didn't show me.
Me: *laughing*
Him: Whats so funny?
Me: You're screwed *still laughing*
Don't get me wrong. He's a smart kid. Just needs to fucken do something if he wants his goal.13 -
Just for fun I am making an RPG Maker game called "IT Quest" where you go on a 40 hour long quest just to get the security team to modify a user. The game will feature tons of mandatory side quests and a convoluted plot that requires descending into the depths of the server room to find a virgin followed by a sacrificial ritual over the broken fax machine. And ultimately the security team just closes your request without telling you why and you have to fight the final boss of the game, Zeromus who runs security. When you defeat him you get the golden CAT5 cable of time which you beat the person who closed your request with until he reopens it and does his damned job.12
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Dad : Stop playing games so much
Me : I'm working on a project dad, not playing games
Dad : Then what do you call that *points to my 2nd screen on the side*
Me : That's the project, i'm making that game
Dad : Sure you are
Me : *changes bunch of stuff* see...
Dad : Ok i believe you *leaves the room*5 -
Back when I was in school (about 15 years old) and I played games, I had a particularly favourite game that I would play. It was a lesser known strategy game made by a single hobbyist Dev.
I was already known in the community for making some mods for the game and chatbots.
What most people didn't know was that I had made a map hack and various other cheats that made it significantly easier to win by reverse engineering the game and modifying the x86 assembly in ollydbg.
One thing in particular I had been working on at the time was a game replay editor. I had reverse engineered the saved game (replay) format and was able to replay them, edit them and generate them.
During one particular match, a person in the community particularly annoyed me and I edited the saved game to change what his moves were and the words he spoke. It made him look a bit like an idiot but IMHO was only a slight exaggeration of the truth.
I posted the game replay on the forums and everyone was in hysterics about the crazy things he did and said in the replay.
As no one knew I had this capability they all believed the replay and even the guy in the replay couldn't believe it himself and didn't understand what happened. He just kept telling everyone it didn't happen and the 'truth is in the pudding'.
Although I originally intended to tell everyone what I did, I never did and whenever the guy entered in to a game everyone would laugh about it and say 'the truth was in the pudding'.
He was no longer annoying me and it sort of made me feel like a god at the time.
So that's my wk65.2 -
I've been working for years on a game that would be a mix between Dwarf Fortress, Factorio and SpaceChem.
Problem is, I keep switching between engines and languages, never making too much progress. I've written several isometric rendering libraries, tried out going fully 2D ASCII or fully 3D in unity... And then something else eats up my time for a while again.14 -
I run a goldfarming business as a hobby. Due to a stupid mistake in my code 300 clients ended up around the same spot in the the game, which resulted in me making it to reddit front page. https://reddit.com/r/2007scape/...
Fml12 -
I played skyrim, and i thought yes.. i want to make that...
and now i am a very successful CTO and cofounder of a video game startup thats blooming and already made 7 figure profits
no, no im not, i ended up making websites for very little money...7 -
A lite story about how i was hired at 16 years old.
Me at 11. Modifying HTML templates to create a sign up page for a game. Me at 14. Created some worthless websites in the past (at a training), barely knowing the structure of HTML.
Me at 15. Made my first website for a customer (using WordPress for the first time, didn't know how to use it before). The website was selling apartments, it was looking very good and went on the first place on SEO. Got my first money (100E).
Me at 16. Made some other WordPress websites for other customers (one of them still haven't paid, the website was made way back in 2015), so i shut down the website and replaced it with a text saying "This website is currently down until the customers pays the developer".
Me still at 16. A friend of my mom sent my CV to multiple companies, to work as a intern to learn more, and one of them accepted me for a interview (a well known and one of the best company with 30~ people)
Went to the interview, asked me about what i realized, what i can do, about my knowledges in others languages etc (forgot to mention that i love the computers from young age, so i was very good in them, specially at the age of 11), so they were happy about it and asked called me for another interview with the boss. Went to it, the boss asked me some tricky questions, i answered them immediately, he was very surprised about my knowledge at that age and accepted me immediately. After working for 2 weeks, instead of hiring me as a intern for 4-6 months, they instead hired me as a normal person, as a front end developer, for an undefined date, making 250 E / Month (6 hours per day in summer)
Now, I'm in the 11 grade, working for them about 9 months, making 315 E / Month, working for 4 hours per day after school, the place is cool, my entire team (family) is very funny and very cool, and they asked me many times to help them with different problems they had and i fixed them immediately (they really didn't know some stuff which i knew). Worked on big projects and worked on some from scratch by myself and they were very happy about how it went.
TLDR: was talented in computers (software), I'm a fast learner, barely knew about making websites, hired as a front end developer at 16 yr.
Btw, I'm in love with DevRant, I'm feeling like home everytime i visit this community :').
P.S. Sorry for my bad English and the mistakes i made.
alert("Thanks for reading my first rant!");10 -
Here's a follow-up to my New Year's resolutions rant six months ago:
( https://devrant.com/rants/1117379/... )
I've completed (or made significant strides in) 5 of my 7 resolutions:
1) Rid and keep my like free of toxic people. This includes parents.
I have had a serious conversation with everyone who made my life worse and whom I wanted to keep around, outlining my issues with them and my expectations should they want to remain in my life. I happily cut out everyone who refused to change their behavior, including my parents. My life is quieter now, and much nicer.
3) Take care of myself for a change!
I've started this, but with work, a monster, etc. it's been almost prohibitively difficult. Minimal lasting progress despite considerable effort. I will make more time for it and make it happen. (I was down 12 pounds at one point! Though this isn't just about weight.)
4) Stop putting up with things I don't have to.
If I don't like something optional, snip snip!
I no longer wait patiently (fuming) for slow-moving people. If something prevents me from being productive or going about my day, I no longer let it. Carpe diem; calcitrare culus! I have been much more productive and energetic because of this.
5) Actually enjoy things I enjoy.
Okay, this one is very difficult. Whenever I'm not working, I feel like I'm wasting my time. However, I have made a conceited effort every day to take time off and do something that sounds fun. Sometimes that's more work, but usually it's music, a game, a book, exercise, or bed. I'm still working on actually enjoying my time away from work, however, but I'm making progress!
7) Finish de-googling my life.
I no longer use a gmail account (except a work-provided account), nor do I use any of their services unless absolutely necessary (and I do so through TOR). My phone still has Google Play Services; however, I'm working on finding a replacement that I can @Root. (Suggestions welcome!)
------
The two resolutions I haven't yet addressed:
2) Find a well-paying job that isn't also toxic.
My job has gotten less toxic of late, with the boss actually listening and everyone writing up feature requests (with co-sponsors) instead of just dumping them in my lap. I perform an effort analysis on them, and everyone discusses them as a team to determine which actually deserve development time. This is tens of times better than before. I also no longer have to be at the office. In fact, I haven't been there in months -- and don't even remember the alarm codes haha. I may also be getting another developer, though I suspect this is actually a lie.
6) Finally buy a harp. I've wanted one since I was 3 ffs.
I haven't done any research yet on which harp(s) I should buy. Also, I have no idea where I would keep it, so I may defer this until we move, or just get a tiny one (lap-sized and cute!) to practice on. Probably both!
------
It's been six moths, and I'm happy with my progress. 😄9 -
Less a rant, more just a sad story.
Our company recently acquired its sister company, and everyone has been focused on improving and migrating their projects over to our stack.
There's a ton of material there, but this one little story summarizes the whole very accurately, I think. (Edit: two stories. I couldn't resist.)
There's a 3-reel novelty slot machine game with cards instead of the usual symbols, and winnings based on poker-like rules (straights and/or flushes, 2-3 of a kind, etc.) The machine is over a hundred times slower than the other slot machines because on every spin it runs each payline against a winnings table that exhastively lists every winning possibility, and I really do mean exhaustively. It lists every type of win, for every card, every segment for straights, in every order, of every suit. Absolutely everything.
And this logic has been totally acceptable for just. so. long. When I saw someone complaining in dev chat about how much slower it is, i made the bloody obvious suggestion of parsing the cards and applying some minimal logic to see if it's a winning combination. Nobody cared.
Ten minutes later, someone from the original project was like "Hey, I have an idea, why don't we do it algorithmically to not have a 4k line rewards table?"
He seriously tried stealing a really bloody obvious idea -- that he hadn't had for years prior -- and passing it off as his own. In the same chat. Eight messages below mine. What a derpballoon.
I called him out on it, and he was like "Oh, is that what you meant by parsing?" 🙄
Someone else leaped in to defend the ~128x slower approach, saying: "That's the tech we had." You really didn't have a for loop and a handful of if statements? Oh wait, you did, because that's how you're checking your exhaustive list. gfj. Abysmal decisions like this is exactly why most of you got fired. (Seriously: these same people were making devops decisions. They were hemorrhaging money.)
But regardless, the quality of bloody everything from that sister company is like this. One of the other fiascos involved pulling data from Facebook -- which they didn't ever even use -- and instead of failing on error/unexpected data, it just instantly repeated. So when Facebook changed permissions on friends context... you can see where this is going. Instead of their baseline of like 1400 errors per day, which is amazingly high, it spiked to EIGHTEEN BLOODY MILLION PER DAY. And they didn't even care until they noticed (like four days later) that it was killing their other online features because quite literally no other request could make it out. More reasons they got fired. I'm not even kidding: no single api request ever left the users' devices apart from the facebook checks.
So.
That's absolutely amazing.8 -
I started coding in 1994 making .BAT menus for my DOS games. Used HELP.EXE to find commands I could use. Then I figured out how to modify and run GORILLA.BAS (using Q-Basic). Man, when I realized that all BASIC commands were in the OS documentation as well, that was the Red Pill! Just started to copy commands and blocks from the Gorillas game into a new program, read the doc, modify, run and learn. Btw, the first BASIC command I played with was "PLAY" (for music).
At that time I was 10 and there was no Stackoverflow, no Youtube, no tutorials, no Google... no easy path to follow down the rabbit hole.
Ref: https://en.wikipedia.org/wiki/...10 -
Valve:
*makes good games*
*gets fame and money*
*sells other peoples games*
*announcing future games*
*stops making games*
*sells virtual items for a ridiculous high price*
*get sued for gambling in their games*
---
*getting criticized for not making games*
*people hope*
*devs and writers for their popular games leave*
*people loose hope*
---
*valve experimenting with VR*
*not making games for over 10 years*
*still calling themselves a game developer*
---
*valve buys successful indie game developer*
*valve claims they're making games again*rant hope dies last portal i don't like that valve cooperation valve news network in a nutshell half-life16 -
-Let's start making the game!
-Yaay
-We should focus on performance optimization!
-But we don't have anything to optimize yet..
-Performance optimization!!!
1 month later
-OK you were right, we can't focus on performance now. We need to start making this game!
-Finally!
-So we're in pre-production now, let's do some R&D!
-Awesome, I wanted to start designing our workflow for adding new content, and maybe also loca..
-NO! That's unimportant! We must do R&D!
-OK what should we Arr-and-Dee?
-Performance optimization!!!5 -
--- NVIDIA announces PhysX SDK 4.0, open-sources 3.4 under modified BSD license ---
NVIDIA has announced a new version, 4.0, of PhysX, their physics simulation engine.
Its new features include:
- A "Temporal Gauss-Seidel Solver (TGS)", an algorithm used in this SDK to make things such as robots, character arms, etc. more robust to move around. NVIDIA demonstrates this in the video by making their old version of PhysX, 3.4, seem like an unpredictable mess, the robot demonstrating that version smashing a game of chess.
- New filtering rules for supposedly easier scalability in scenes containing lots of both moving and static objects.
- Faster queries in scenes with actors that have a lot of shapes attached to them, improving performance.
- PhysX can now be more easily used with Cmake-based projects.
In essence, better control over scenes and actors as well as performance improvements are what's new.
Furthermore, NVIDIA has released PhysX version 3.4 under the 3-Clause-BSD-license, except for game console platforms.
As NVIDIA will release the new version on December 20th, it will also be released under the same modified BSD license as PhysX 3.4 is now.
What are your thoughts on NVIDIA making a big move towards the open-source community by releasing PhysX under the BSD license? Feel free to let us know in the comments!
Sources:
https://news.developer.nvidia.com/a...
https://developer.nvidia.com/physx-...
https://github.com/NVIDIAGameWorks/...4 -
!rant
i've been working on a web game with the gf - we're planning on making it a technologically correct 'hacking' game. updates will probably be posted as we go!24 -
I just released a tiny game for iPhone!
It's basically an attempt to mix 'Heroes of Might & Magic' and mtg.
In the screenshot my terminal says 'helloworld.cpp'. That's right, this is my first c++ program and I don't care how crappy you think this game is, I'm super proud of myself!
I've always worked in data science where managers assume I know how to code because there's text on my screen and I can query and wrangle data, but I actually didn't know what a class was until like 3 years into my job.
Making this game was my attempt to really evolve myself away from just statistics / data transforms into actual programming. It took me forever but I'm really happy I did it
It was brutal at first using C++ instead of R/Python that data science people usually use, but now I start to wonder why it isn't more popular. Everything is so insanely fast. You really get a better idea of what your computer is actually doing instead of just standing on engineers' shoulders. It's great.
After the game was 90% finished (LOL) I started using Swift and Spritekit to get the visuals on the screen and working on iPhone. That was less fun. I didn't understand how to use xCode at all or how to keep writing tests, so I stopped doing TDD because I was '90% done anyway' and 'surely I'll figure out how to do basic debugging'. I'll know better next time...22 -
2017 Recap + DEVBANNER !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!1
1. So, let's recap my 2017 first. It was awesome
Here is some list that I can remember
- finding my hobby (fsx, vatsim)
- finding computers aren't genius
- creating a new language
- major improvements in my unity skills
- found out i am friendly
- getting a job at google in a dream
- creating my banner in krita --> devbanner collab :D
- Logo creation fail
- CS class apply fail
- getting free stickers for the first time of my life
- getting death threats (lol)
- finishing my first ever big c# project
- got offensive words from a bot that i am a f***ing d***head.
- getting downvotes after creating such a shitty meme
- getting my rant featured in twitter
- finding that my friends love my game
- getting a sneak peak at the src of devrant
- coding with turbo c
- not using git cuz too lazy
- finds out msdn is god
- slowly hating unity, but likes it cuz it is using c#
- reaching level 2 in google foobar
- started 100+ projects this year and finished about 6 of them.
- devRant motivated me a lot
2. devBanner stuffs
So, how it all started is when I wanted to create my own logo. Some people will remember it. The one with arrows and cozyplales written on it. Then, I created my own banner with Krita (their text tool sucked). After that, due to some suggestions by the community, I decided to create a collab. From then, many people contributed to the devBanner project. Special thanks to @Kimmax for his awesome prototype of the frontend made during I was sleeping.
Now, before I talk more, I want to talk something. I don't post a rant about my collab cuz i want to get upvotes. I just want more people to use this simple creation software. You can literally use them anywhere, and it is FOSS.
Well....
If you want to create again, you can do so at https://devbanner.center
If you want to contribute, please do so by visiting https://github.com/devBanner
We are looking for a skilled frontend dev who can do the basic web stuffs. (we don't use frameworks currently for our frontend)
---------------------
Thanks everyone for making 2017 awesome. Can't wait to welcome 2018. Happy new year everyone, and I will drop my banner here.21 -
Does anyone remember MUDs? Multi-User Dungeons — working on those in LPC was my first experience with real programming. Before that, I'd only made simple websites.
To get permission to program in one MUD, you had to prove that you knew the world, by reaching a certain level in the game. Death had consequences, with a level being lost, as well as risking loss of your items if someone looted you or your corpse was lost. This alone was hard enough to make most players give up. I played (and played wisely) to get there, being the first of my friends. It was hard work and fun.
After months of playing every day, finally, I was a wizard! Well, first, I had to convince someone else to take me as an apprentice, which was it's own challenge, because I was a 13 y/o girl. I ended up having to wait for an older male friend to get to the proper rank and get made a full wizard himself, because anyone else was reluctant (thinking that I'd just screw up or make them look bad), and no one was very happy about it. After some more weeks, I started programming my own content for the MUD, to share with others. It was a great opportunity to learn and express myself, seeing how creative programming could be.
I got called all kinds of names for asking questions and making mistakes, and I questioned why I even wanted to work with these people who hated my guts and didn't want to teach me anything, but I kept going. As I wasn't allowed to take computer classes in school, being able to do projects on my own like this was the only way to learn. I also became more stubborn, patient, and independent, which has always been necessary for this career.
Most importantly, I saw what could be done with programming, and was inspired to keep going with my own projects, no matter how much hate that I got for it. I went on to work on more games and software, often on my own. I always explore new technology, ignore the haters, and forge ahead with my own vision.4 -
Online tutorial pet peeves
————————————
My top 10 points of unsolicited ranting/advice to those making video tutorials:
1. Avoid lots of pauses, saying “umm” too much, or other unnecessary redundancy in speech (listen to yourself in a recording)
2. If I can’t understand you at 1.5 - 2x playback speed and you don’t already speak relatively quickly and clearly, I’m probably not going to watch for long (mumbling, inconsistent microphone volume, and background noise/music are frequent culprits)
3. It’s ok to make mistakes in a tutorial, so long as you also fix them in the tutorial (e.g., the code that is missing a semicolon that all of a sudden has one after it compiles correctly — but no mention of fixing it or the compiler error that would have been received the first time). With that said, it’s fine to fix mistakes pertinent to the topic being taught, but don’t make me watch you troubleshoot your non-relevant computer issues or problems created by your specific preferences (e.g., IDE functionality not working as expected when no specific IDE was prescribed for the tutorial)
4. Don’t make me wait on your slow computer to do something in silence—either teach me something while it’s working or edit the video to remove the lull
5. You knew you were recording your screen. Close your email, chat, and other applications that create notifications before recording. Or at least please don’t check them and respond while recording and not edit it out of the video
6. Stay on topic. I’m watching your video to learn about something specific. A little personality is good, but excessive tangents are often a waste of my time
7. [Specific to YouTube] Don’t block my view of important content with annotations (and ads, if within your control)
8. If you aren’t uploading quality HD recordings, enlarge your font! Don’t make me have to guess what character you typed
9. Have a game plan (i.e., objectives) before hitting the record button
10. Remember that it’s easier to rant and complain than to do something constructive. Thank you for spending your time making tutorial videos. It’s better for you to make videos and commit all my pet peeves listed above than to not make videos at all—don’t let one guy’s rant stop you from sharing your knowledge and experience (but if it helps you, you’re welcome—and you just might gain a new viewer!)14 -
begin_rant()
I like that coding is becoming more and more popular.
I like that more and more people are taking steps to manifest there ideas and potentially change the world.
But for fuck's sake... can't geeks be allowed to be the fat pimply introverts of the olden days?? This used to be a realm for the misfits, and now the same assholes who tormented said misfits are joining in and making the rest feel inadaquit all over again. You can't just be a coder anymore, now you have to be a good looking and health crazed professional with great personal skills and then somehow be able to also be a master of your craft.
I don't want to hear about how you write code in between your 100 pushups and avocado toast and having a few cold ones with the boys after your <insert sport here> game. I want to hear about how you ate pizza with one hand and crushed your build with the other in between sips of shitty soft drinks and fistfuls of candy while pulling an all nighter for the nth time cuz daylight is for pussies.
Too much pressure these days as it is, and this isn't helping.
break13 -
Call me old-fashioned, but... I kinda liked it back in the day, when Microsoft made proprietary software, the Community made free software and everyone's "cui bono" was quite easy to answer - even those corporations involved in FLOSS did have a clear way to finance themselves.
Now, we have Microsoft coming into open source, seemingly making projects better and offering more and more "free" stuff.
You know.
"Free" Windows 10.
"Free" SaaS Office.
"Free" "Private" Repos on Github.
In general - what happened to clear and concise "I give you money, you give me stuff" capitalism like we had it in the 2000s?
I'd rather pay 20 bucks for a game on Steam than get it "free" and with ads or microtransactions - yet, many games, especially mobile, don't even offer me that option. It wouldn't be that hard now, would it?
The same goes for software. That Canonical would need to fuck their users over after Ubuntu One went to shit was obvious - they didn't offer the kind of commercial/enterprise OS'es that Redhat or SuSE sell.
What people seem to forget is that everyone needs to make a profit somehow. You don't get "free" stuff. Even the volunteers in the Open Source Community get something out of it - an opportunity to pad their CV at least, if nothing else.
Nowadays, software manufacturers have the same legitimacy as the "free" financial "advisors" you find at banks - and who could be dumb enough to trust them? Oh yeah: Almost the entire fucking society is who.
But then again, sell something and noone will want it - because they all want it for free, with annoying, privacy-invading ads or with equally annoying microtransactions, or financing based on commission - so you don't only pay ONCE, you pay until you realize you got fucked over and quit.
Capitalism used to work until all those idiots stepped in. How the fuck don't people realize that there's no free lunch in life? When have we stopped being functional people and turned into idiots.
Even worse: Those idiots think that they're entitled to something! They, who volunteered to become merchandise instead of customers, think that they have rights! Do cattle have rights? Nope. They get their "free" hay everyday and I get to buy beef, that's how it works. Moo!
Hell, they are surprised when they get fucked over by bank salespeople or their data stolen by corporations, intelligence agencies or something... What did they expect, goodwill?
Can we please make Adam Smith mandatory reading in school?! I mean, give people a chance to understand capitalism? The nonexistent "goodwill" of traders in general?8 -
I did it! My Senior Project is done! Seven months of my life have been spent leading up to the completion of my game engine and it's finally over. It is awful and should never actually be used by anyone, but it's done and that's all that matters.
And as my final middle finger to my school's administration, somebody has to grade a binder comprised of nearly 200 pages. That's what they get for not listening to me when I told them that it was a huge project and adding more to it. Dear administration, f*** you for making my life more stressful than it needed to be.7 -
The Steam Community forums for the Planet Zoo beta have really reinforced my decision to stay far away from game development.
A third of the posts are people who clearly have no idea what a beta is - "don't buy, too buggy". Sorry, were you expecting a finished game? You wasted your money, then.
Another third of the posts are people making decisions for the developers. A very common discussion is "Should they delay launch?" which makes my blood boil a bit. First of all, you have no fucking clue what kind of manpower this development team has. You don't manage them, and neither do I. So, neither you nor I should be making assumptions about how fast they can fix the issues, and definitely shouldn't make decisions about if the game should delay launch.
Second of all, neither you nor I know how the game is built. These fixes could mean a line of code, or they could mean a re-write of multiple core systems. We don't know, and I'm guessing you've probably never even written a line of code in your life so you REALLY shouldn't be telling these guys how to do their job.
The last third is benign discussion - people reporting bugs (even though there's an issue tracker, but that thing is fucking jam packed with 250 pages of reported issues), asking how to do xyz, posting feature requests, etc.
But if roughly 60% of the community is behaving poorly and actively working against development by pissing off the devs and drowning out constructive discussion, then yeah; I won't be going near game dev any time soon. Sure, developing business software means dealing with REALLY dumb people but at the very least they are in a business environment and not in a toxic forum of bullshit.
Oh, and as a closing remark, I love this game!13 -
DISCLAIMER: UNPOPULAR OPINION
I'm tired of the Linux community, they effectively discourage me of taking part in any discussion online
I'm currently making Windows-only soft, some game stuff, some legacy DirectX stuff you got it.
Everytime I go online, this shitty pattern happens, when I stumble upon a problem in project I don't know how to fix and I ask for help
These are responses
- HA, HA, WINDOWS BAD, HA, HA, GET REAL SYSTEM
- In Linux, we can do X too. I mean it has 4x less functionality and way shittier UX and is even harder to implement but it can probably work on too Linux, so it's better, yes, just move to Linux
- btw you didn't like Linux before? Try this distro man, it's better <links random distro>
Is there anything valuable in the Linux community? I feel like these people don't like Linux anyway, they just hate Windows. Every opinion, tip is always opinion based. Anyone who works on internals knows how much better and how well thought is Windows kernel compared to Linux kernel. Also, if someone unironically uses Linux distro on desktop PC then he's a masochist because desktop Linux is dieing. So many distros ceased work only this year.
Is it a good tool for servers and docker containers? I don't have my head stuck up my ass to admit that yes, it's much better than Windows here.
This community got me stressed right now, I fear that when I go to bathroom or open my microwave there's gonna be a Linux distro recommendation there
😠😡😠😴48 -
Okay, I love programming - making my code better faster more readable^^ but I am not a nerd, I have no idea what's going on in star wars or star trek, I do not fucking care about Game of Thrones - I prefer to go out in some clubs and so... I hate it when people are so fucking surprised about my job and interests.
There are programmers who are not nerds live with it!21 -
Horrible interview story:
I was interviewed in a meeting room along with 2 other applicants at the same time. Our CVs were read to us in front of each other, and the questions were asked game show style where the fastest one answers.
It was terribly unprofessional and a huge red flag.
They wanted to give me a starting salary of 1000$.
Thankfully, I got accepted in another much better company before making a possibly huge mistake.6 -
I used to do freelancing gigs as a kid, maybe 5/6 years ago, I'd remotely fix software issues on fiver for 5€ which would pay for a game every once in a while.
Now, it was pretty common to get customers from all around the world, and I never had any issues whatsoever until I got a message from a potential customer from south Korea...
She had purchased a karaoke machine, but the software wouldn't add anything to its library making the machine useless.
Well, apparently the software was in Korean...
After a LOT of fiddling around I got it to turn into French, and I was able to try a few things and after about 3 hours I managed to "fix" the thing.
3 hours of headaches in Korean for 5€... That's when I stopped doing that and took up an IT education and became a dev, so much better, although I miss the gratitude I used to get from my customers when I fixed their printer connectivity issues from a few thousand kilometers away4 -
Fucking windows! I am so fucking done with this microsoft bullshit!
Hear me out here, i am a gamer. I need windows because it has the games (and software to aid those games) unlike any other platform. But windows 10 is basically already phishing andmalware at this point. I stuck to win 7 because it had a start menu and didn't totally drive me up the wall.
Just a short list of their bullshits: ads in the explorer window, ads in your taskbar reminders, data mining like it is nobodies business and trying to hide it, sharing my wifi access with friends (wtf), the fucking retarded new start menu, the crappy fullscreen apps which have less functionality than the actual proper desktop applications that you need to config what you want, and even then pushing multiple updates that simply broke peoples pc's. Fuck that, ill stick to 7.
They are making win10 worse by the week making it unlikely i will ever join that hell, and they are also aiming to force me there. Making windows store exclusives and dx12 only games. What am i supposed to do against that?! The current releases don't bother me much but fuck i figure it is a matter of time until the newest katamari game is their exclusive and i nanananana katamari damacy all over their platform.
And well all alternative os's are just out of the question unless vulkan rendering gets the upper hand. Then i'd switch to whatever stable distro and learn about our new penguin based overlords languages.
For now i will just stick to win7, suck on my thumb while in fetal position and hope it just all goes away.59 -
After a long time for making a boiler plate. now i'm ready to implement game logic and sprites ! look at this beauty10
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Today on forgotten games – Ballance.
The game is absolutely outstanding. Graphics is absolutely amazing even though the game was developed in 2004. The sound effects are perfect, I can literally feel the wooden ball rolling on steel rails. The background music is also amazing, we're talking Alexander Brandon level here.
The game is about rolling the ball through the levels trying not to fall off. There are three balls: the stone one, the wooden one and the paper one, different in weight, velocity and momentum.
I admire the clever level design. It uses in-game map features in multi-purpose way, for example some levels use ball transformers (the things that transform the ball from one kind to another) as a trap for your ball to lose momentum. It even seems like that levels were designed by some crazy modders for advanced players, but they weren't, and traveling through them feels like you're a pro gamer playing custom levels.
Even though levels seem simple at first glance, they allow non-linear gameplay and different gaming styles.
The gameplay itself is pure meditation. But even though the concept seem straightforward – just follow the level and don't fall – it's not. You have to use all three ball types: there are air vents to fly above upon, which only paper ball can do, there are obstacles to push, which only stone ball can do, and so on.
For additional sonic satisfaction the levels even feature some metal domes that serve no purpose but to be bumped into just for making amazing gong sound.
I like it that when you get cocky and think like that's easy, I got this, the game quickly puts you into place. It basically says nigga you ain't shit, you got nothing on me.
Overall it's basically a mesmerizing travel through cleverly designed levels surrounded by relaxing music and outstanding graphics.
Definitely a must-have for mechanical keyboard gamers, it's a pure satisfaction playing this game with a great level of precision and control mechanical keyboard allows.
Search for "ballance widescreen fix" for modern displays support.10 -
I learn programming cause it was in my genes.
My father was a programmer himself but, he died back in 2005 of September when I was 5 years old. So I guess I program to continue what he did. He was in the process of making a game but, failed to do it. He had concept art created and even mad characters. When I get real good, I plan to program that game for him and dedicate it to him.
I started programming on a website called Scratch back in 2010 (in think), which I saw a Ted Talk on, and started from there. I use KhanAcademy as I am home schooled and when they introduced the programming tutorials to that website, I was immediately hooked and it was just the beginning.
I used Scratch for three years and I wanted to know more, so I did research and discovered a program called Stencyl and started making a game I made from scratch into that format.
I used that program and when 2013 hit, moved to a new church and met an old friend and all of sudden we started making games together and we relesed our first game on Scratch called Minecart Chaos.
That took three months to create. He did all the art and I, of course, did the programming. The three months later we were at it again making a new game called EMP Restaurant Rampage. That also took three months to create. one of his friends composed the music. We are now in the process on making a new game and I am now tasked to make the music. So that is my history.9 -
If your developing a game and it runs at 30 FPS do not make your menus and cutscenes run at 60 FPS (looking at you farcry) and vice versa, if your making a 60+ FPS title do not make your cutscenes fucking 30 or 24 FPS... It's the most jarring thing and of you do it, go fuck yourself, be consistent7
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This is going to be a rant, but personally, I'm pleased with the outcome of my life now.
I was part of a community for a few years and decided to help them out with my knowledge of programming Lua nearly 2 years ago since they lacked developers for the project itself.
Since it was sort of a custom language that they modified how Lua worked on it, it took me a bit to adapt, but within a few weeks, I was pretty fluent in this so-called custom language they had. Began working on some major updates, additions, removals, and just optimizing this code base. It was a pretty old code base and needed a good chunk of love.
A few months later, I've implemented loads of features, optimized the base whenever I could, and then things start taking a turn for the worse. We get new 'developers' who haven't ever coded the language, and worse they couldn't afford to provide them development servers thus they ended up breaking my servers. I helped them and they learned, they were decent, but now the Seniors and CEO's of the project began to take a toll on me.
I was told that this community had a reputation of driving out developers, ruining their reputations, and that is what started happening. I started getting questioned if I was loyal to helping them, that I've become lazy, even though they were explained I've had mental health issues for a few years and have been hospitalized multiple times.
These sort of attacks kept happening for months, and then they finally pushed my buttons, where I was talking to another Senior of how we should redo the base since it's just so massive and a few tiny updates to the base take a few days to implement across the entire code. What instead happened was that I went to sleep, and this Senior told the CEO I was going to steal the code base and go sell it...
I woke up to messages of how the CEO is all pissed off, and that this what the Senior said. At this point, I started responding with, fuck it. I was so sick and fucking tired of their bullshit. I was the only fucking competent developer, and I did more work in the few months I was there then some people did in 2 or 3 years.
A few hours later I decided to go chat with the CEO and explained what was truly brought up, and he just brushed it off like I was lying. At that point, I lost it. I told him why the code base was horrible since he hired stupid ass developers. He didn't know how to code. People wanted certain items, and he wouldn't be able to add them for fucking months and players sit there making fun of it. Some people state the only differences they see within the code is the code I've done. Basically, he was an incompetent fuck that said he knew what he was doing, and had all these big plans for the future yet couldn't listen to the only competent developer and fucking claimed bullshit.
Now a few months have gone by, I'm looking at their community and it's basically dead with no proper updates except for copy and paste updates claiming to be custom coded. While I'm working on my real life businesses (Which are currently being a headache, but within the year should resolve its issues), starting University for my Computer Science degree here soon, and even considering building my own game here.
Basically, karma is a bitch and that's why when you get loyal people in your life, keep them. (Writing this at 3 am after a few drinks, hopefully, it made sense, I think it does.)
Anyways, goodnight everyone.5 -
You know. I have mixed feelings on the way people have been reacting to senzory's rant regarding the way he deals with clients. Some people believe that he is unethical, some people see it as just business(me included) but to see what the community says is somewhat interesting.
First, let me be clear on something: i have been fucked over by clients many times for being a nice guy and trying to play it nicely.
Because of this I am selective of who deserves good treatment and who gets to fuck off. But regardless of the client I do the same thing: regardless of who it is, nice or otherwise. If a project will take 1 week to complete then I tell them that it will take 3 to 4 weeks. Why? Well because I have many things on my plate, I am married and have two children, one lives with me and I try to spend as much time with them as I can. I work from 8 to 6, sometimes later and when I get home I sometimes don't do shit since at work I maintain the web services of 2 fucking college campuses.
I don't look for my clients. Through word of mouth they come to me. And being in a privileged position(there are about 5 devs here and they all suck) they can either do with my times and fees or can fuck off over the border where Pedro will do their shit on vbscript and classic ASP(which I like, but you know why this is not an option in 2018)
Apps can be sold for large quantities of money, regardless of what their use case is, if a company wants to outsource their apps to an external developer(such as yours truly) that means that they are willing to play the game. And that is what business is: a game, a survival game.
Where I live, a company will not think twice of firing a single mother for whatever reason. In the U.S of A, and specially in Texas, you can be fired for whatever reason. I have automated people's jobs without knowing it, I have made people lose their jobs and saved companies thousands with my apps. Things like that were not know to me, had I known that someone would have lost their jobs I would have tried differently.
If a company is willing to tell employees(loyal employees) to fuck off, then i do not regret charging what I do and hustling the way I do with rat faced dickheads that care not for people. If I could I would destroy entire companies here. But that is for another story.
I have been used, insulted, gambled with and have been lied to, to my face by these companies. Which has left me jaded.
Oh now, trust me. I am still highly optimistic and nice. And if someone has a small business and I can help them out, then I will lower my rate and give positive vibes in the hopes of making things better through karma. I want to see the best in people. But this does not stop me from being a shark and giving quotes the way I do.
Because companies, as an overall entity are not people with the best intentions(sometimes) and they will not take your kindness, they will take advantage if possible in an effort to save money. Its just dickhead business.
So why, as a professional and privileged developer that obtained his skills through intense study and practice, a wizard by all means, should lower to these nameless, Faceless entities?
Why should i give them the fairness they do not give others? Why should I play the high morale game and come out as a loser?
At the end of the day, I get to swim in my own pool of success, knowing that they did not get the chance to fuck me over
So if you tell me that you took advantage of your hard earned skillset, and built a cross platform app(which compiles to native binaries) and sold 2 products for one, I will tell you that you are an excellent player at their game. If you tell me that you finished before and got to charge for 2 weeks of work doing just 2 days I will say that you are an excellent time manager. And if you tell me that at the end of the day you managed to keep said customer I will tell you that you are a true professional.
There is a difference lads, in selling a product to big momma jamma's cajun restaurant, to the largest logistics company around.
Be nice to those that desserve it.6 -
Was making a text based console game last year. Had to know natural human responses. Got too tired of it and make it print "Uhh, I've never had a lot of education, please use easy words."
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Some time ago I went for a job interview (Unity3D Dev). I have little experience in this field and never thought that I would get this job but wanted to gain some and thought that it would be a great opportunity.
So after the interview, which was great and I really enjoyed it, I've been tasked with making a simple minigame. Only requirements were that there have to be player controls, character must avoid obstacles and camera must be moving with player's progress. I've made a little spin on those. In 2d minigame I've created you are piloting simple (made out of 3d primitives) rocket. You have to avoid randomly spawned platforms. If you hit one, you explode. You also die, if you hit a wall or fall out of camera and hit Destroyer. Camera is constantly moving as long as you are moving. The spin is that you have very limited fuel. To regain it you have to land on said platforms with your thrusters. It took me around 12h to make this game. The only reason I know it is because they wanted this info. I've learned a bit while working on this minigame and had a lot of fun. It was a great impuls to start learning gamedev again and stop stagnation I fell in when I started my studies and work.
Today I've got response. Obviously I didn't get the job. They took more experienced person and I totally understand that. But there's more. They were so great to give me pretty extensive review of what was done good, what could be done better and how to gather more experience. They said that the game met their expectations and was written well. That's great, because I was worried that it would be bad since I haven't worked on graphics at all.
So, at least I got an impulse to start learning and maybe I'll even go for some game jam!4 -
Introduction to graphics
Lecturer says "this is a very practical course. In fact I think we should have a practical exam"
All students agree. He would sort out that matter.
Meanwhile he taught us how to making shapes in java, then a house, then a game...
And the exam was for us to make a building where a user can walk through the building using the arrow keys...
What fun we had. We got out marks...and everybody did well!!!!1 -
Tl;Dr - It started as an escape, carried on as fun, then as a way to be lazy, and finally as a way of life. Coding has defined and shaped my entire life from the age of nine.
When I was nine I was playing a game on my ZX spectrum and accidentally knocked the keyboard as I reached over to adjust my TV. Incredibly parts of it actually made a little sense to me and got my curiosity. I spent hours reading through that code, afraid to turn the Spectrum off in case I couldn't get back to it. Weeks later I got hold of a book of example code to copy out to do various things like making patterns on the screen. I was amazed by it. You told it what to do, and it did it! (don't you miss the days when coding worked like that?) I was bitten by the coding bug (excuse the pun) and I'd got it bad! I spent many late nights on that thing, escaping from a difficult home life. People (especially adults) were confusing, and in my experience unpredictable. When you did things wrong they shouted at you and threatened to take you away, or ignored you completely. Code never did that. If you did something wrong, it quietly let you know and often told you exactly what was wrong. It wasn't because of shifting expectations or a change of mood or anything like that. It was just clean logic, simple cause and effect.
I get my first computer a year later: an IBM XT that had been discarded by a company and was fitted with a key on the side to turn it on. With the impressive noise it made it really was like starting an engine. Whole most kids would have played with the games, I spent my time playing with batch scripts and writing very simple text adventures. And discovering what "format c:" does. With some abuse and threatened violence I managed to get windows running on it. Windows 2.1 I think it was.
At 12 I got a Gateway 75 running Windows 95. Over the next few years I do covered many amazing games: ROTT, Doom, Hexen, and so on. Aside from the games themselves, I was fascinated by the way computers could be linked together to play together (this was still early days for the Web and computers networked in a home was very unusual). I also got into making levels for Doom, Heretic, and years later Duke Nukem 3D (pretty sure it was heretic; all I remember is the nightmare of trying to write levels entirely by code!). I enjoyed re-scripting some of the weapons and monsters to behave differently. About this time I also got into HTML (I still call this coding, but not programming), C, and java. I had trouble with C as none of the examples and tutorial code seemed to run properly under a Windows environment. Similar for my very short stint with assembly. At some point I got a TI-83 programmable calculator and started rewriting my old batch script games on it, including one "Gangster Lord" game that had the same mechanics as a lot of the Facebook games that appeared later (do things, earn money, spend money to buy stuff to do more things). Worried about upcoming exams, I also made a number of maths helper apps, including a quadratic equation solver that gave the steps, and a fake calculator reset to smuggle them into my exams. When the day came I panicked and did a proper reset for fear of being caught.
At 18 I was convinced I was going to be a professional coder as I started a degree in Computer Science. Three months later I dropped out after a bunch of lectures teaching what input and output devices were and realising we were only going to be taught Java and no C++. I started a job on the call centre of a big company, but was frustrated with many of the boring and repetitive tasks we had to do. So I put my previous knowledge to use, and quickly learned VBA to automate tasks. It wasn't long before I ended up promoted to Business Analyst where I worked on a great team building small systems in Office, SAS, and a few other tools.
I decided to retrain in psychology, so left the job I was in and started another degree. During my work and placements my skills came in use a number of times to simplify and automate tasks. I finished my degree, then took a job as a teaching assistant while I worked out what I wanted to do next and how to pay for it. Three years later I've ended up IT technican at the school, responsible for the website, teaching a number of Computing lessons each week, and unofficial co-coordinator for Computing as a subject. I also run a team of ten year old Digital Leaders who I am training in online safety and as technical experts; I am hoping to inspire them to a future in coding. In September I'll be starting teacher training with a view to becoming a Computing specialist teacher. Oh, and I'm currently doing a course in Android Development in my free time.
And this all started with an accidental knock on the keyboard of a ZX Spectrum.6 -
Never hack a game and change the gold value to 1.0e307.... It takes so long for my CPU to update its value whenever it changes......
This game is over 😢😥
Also always remember to take a backup before making dumb hacks....1 -
So... Tesla is plating ads for game developers?
Am I applying for the job, and then spending 110% of the time making Doom run on that center console?
You bet your juicy ass I am!3 -
This is a somewhat old story. I joined a project in making a 2.5d platformer in Unity. A couple months in, the project manager had decided that this game would have two sequels, an MMORPG, a live-action movie and a web series. He informed the whole team of this decision. One week later, every member of the dev team had left. This scope crept forth from the depths of hell and ruined a simple project. Lesson learned: Keep the scope small and don't bite over more than you can chew.
Edit: I know that you should dream big, but don't make 4 games, a web series and a movie simultaneously.3 -
What kind of person doesn’t install Windows 10 for a free pre-installation of Candy Crush Soda Saga thrown into the mix? I really enjoy it when my Operating System comes preloaded with bullshit. It’s almost as if I’m losing rights to choose what I want installed on my operating system. It’s really enjoyable when Candy Crush Soda Saga appears in the background in task manager despite never opening this “””game”””. I find it amazing that after building such a powerful computer I can know that my fast 16gb ram is being used to keep bloatware running in the background. Every night I dream of the people who buy new computers with a fresh copy of Windows 10 pre-installed on it to find it has a copy of Candy Crush Soda Saga already waiting to be played! The joy and tears that must come to such a persons eye to know that Bill Gates was kind enough to bless the world with every middle-aged persons favourite game, Candy Crush Soda Saga, to be the first app that appears on their start menu. The thoughts running through every developers mind at Microsoft as they pre-load a copy of Candy Crush Soda Saga onto every copy of Windows 10. They must really feel alive and definitely would not consider doing anything else for a living but copying the files of Candy Crush Soda Saga across onto Official Windows 10 Installations. The rush of blood into their mind as they know that thousands, if not millions, of users from around the world open their brand new computer for the first time to see that King managed to bribe Microsoft with more money that you’ll ever get your hands onto into making them add a free copy of Candy Crush Soda Saga onto their computer. As thousands of those users move their mouse over this work of art, right click it and press uninstall without a second of doubt in their mind, rendering Kings investment to be a waste of time, money and effort. This is a story we will tell for generations and generations in the future of how the worlds most popular Operating System was not preloaded with a free copy of McAfee, but instead a copy of Candy Crush Soda Saga for the entire world to rejoice. Good day to you all.11
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Got a CTO at my Unity job that's younger than me, which by itself is fine, but the only reason this guy was put into that position was because the previous CTO left the company at the time where I was relatively new and he is the person most familiar with the codebase of our primary project than I was at the time.
I understood the decision at the time, but still, having a position of power being handed to them just as a matter of inheritance doesn't command my respect. Nevertheless, I withheld my judgement at the time to see how his leadership goes.
Not even 1 year in and this young CTO started making jabs at me, calling my code hard to read and incomprehensible, to my face, in front of everybody else.
Motherfucker, I don't find his code easy to read either but I went out of my way to frequently ask him, the previous CTO and other teammates to clarify what they wrote here and there. He on the other, made no attempt to ask me for clarification and instead waited until company meetings to air these grievances.
Our boss started to ask me to follow SOLID principles (even though he can't recite what that acronym means) due to complaint from the CTO guy, even though the CTO guy doesn't even follow SOLID himself! But I took the higher road and didn't flip it right back on him.
What I did propose in return though, is that the dev team start using pull requests and have a code review process if the CTO wants to sign off on everything that gets in the codebase. Sounds reasonable enough, right? Not for this guy! He immediately starts complaining that reviewing pull requests would be more work for him. Motherfucker, you refused to go to my table to ask for clarifications about my code yet still want to understand what goes on, then do code review.
It was at this point that I realized that this guy doesn't actually want me to write good, clear code. He wants me to write code HIS way so that he can understand. Yeah okay, I can accept that idea in isolation. Some open-source projects require contributors to follow certain coding convention to make the maintainers' job easier too. One project that immediately came to mind is "In-game Debug Console for Unity 3D" (disclosure: I am a contributor to this project)
But guess what?
THIS COMPANY DOESN'T HAVE A FREAKING CODING CONVENTION. NOT WRITTEN DOWN ANYWHERE. NOT EVEN A VOCAL ONE.
What this CTO guy wants from me is a complete blackbox.
To all fellow devs out there, I hope you don't work with a CTO like this, or become one.5 -
Woohoo!!! I made it to 1000++s :) Now I feel less newbie-like around here :)
So... I don't want to shit-post, so in gratitude to all you guys for this awesome community you've built, specially @trogus and @dfox, I'll post here a list of my ideas/projects for the future, so you guys can have something to talk about or at least laugh at.
Here we go!
Current Project: Ensayador.
It's a webapp that intends to ease and help students write essays. I'm making it with history students in mind, but it should also help in other discipline's essay production. It will store the thesis, arguments, keywords and bibliography so students can create a guideline before the moment of writting. It will also let students catalogue their reads with the same fields they'd use for an essay: that is thesis, arguments, keywords and bibliography, for their further use in other essays. The bibliography field will consist on foreign keys to reads catalogued. The idea is to build upon the models natural/logical relations.
Apps: All the apps that will come next could be integrated in just one big app that I would call "ChatPo" ("Po" is a contextual word we use in my country when we end sentences, I think it derived from "Pues"). But I guess it's better to think about them as different apps, just so I don't find myself lost in a neverending side-project.
A subchat(similar to a subreddit)-based chat app:
An app where people can join/create sub-chats where they can talk about things they are interested in. In my country, this is normally done by facebook groups making a whatsapp group and posting the link in the group, but I think that an integrated app would let people find/create/join groups more easily. I'm not sure if this should work with nicknames or real names and phone numbers, but let's save that for the future.
A slack clone:
Yes, you read it right. I want to make a slack clone. You see, in my country, enterprise communications are shitty as hell: everything consists in emails and informal whatsapp groups. Slack solves all these problems, but nobody even knows what it is over here. I think a more localized solution would be perfect to fill this void, and it would be cool to make it myself (with a team of friends of course), and hopefully profit out of it.
A labour chat-app marketplace:
This is a big hybrid I'd like to make based on the premise of contracting services on a reliable manner and paying through the app. "Are you in need of a plumber, but don't know where to find a reliable one? Maybe you want a new look on your wall, but don't want to paint it yourself? Don't worry, we got you covered. In <Insert app name> you can find a professional perfect to suit your needs. Payment? It's just a tap away!". I guess you get the idea. I think wechat made something like this, I wonder how it worked out.
* Why so many chat apps? Well... I want to learn Erlang, it is something close to mythical to me, and it's perfect for the backend of a comms app. So I want to learn it and put it in practice in any of these ideas.*
Videogames:
Flat-land arena: A top down arena game based on the book "flat land". Different symmetrical shapes will fight on a 2d plane of existence, having different rotating and moving speeds, and attack mechanics. For example, the triangle could have a "lance" on the front, making it agressive but leaving the rest defenseless. The field of view will be small, but there'll be a 2d POV all around the screen, which will consist on a line that fills with the colors of surrounding objects, scaling from dark colors to lighter colors to give a sense of distance.
This read could help understand the concept better:
http://eldritchpress.org/eaa/...
A 2D darksouls-like class based adventure: I've thought very little about this, but it's a project I'm considering to build with my brothers. I hope we can make it.
Imposible/distant future projects:
History-reading AI: History is best teached when you start from a linguistic approach. That is, you first teach both the disciplinar vocabulary and the propper keywords, and from that you build on causality's logic. It would be cool to make an AI recognize keywords and disciplinary vocabulary to make sense of historical texts and maybe reformat them into another text/platform/database. (this is very close to the next idea)
Extensive Historical DB: A database containing the most historical phenomena posible, which is crazy, I know. It would be a neverending iterative software in which, through historical documents, it would store historical process, events, dates, figures, etc. All this would then be presented in a webapp in which you could query historical data and it would return it in a wikipedia like manner, but much more concize and prioritized, with links to documents about the data requested. This could be automated to an extent by History-reading AI.
I'm out of characters, but this was fun. Plus, I don't want this to be any more cringy than it already is.12 -
Currently I'm working on 3D game engine and making a 3D minesweeper game with it.
I have started creating a compiler not long ago using my own implementation (no Lex no tools nothing just raw algorithms application) to hopefully some day I will be able to make a language that works on top of glsl inside my game engine. I have compilers design class this semester which haven't even started yet and made a lexical analyser generator. I also have another class about geographical information systems which I will be using my engine to create some demos for some 3D rendering techniques like level of details or maybe create something similar to arcgis which we will be using.
Oh man I have many stuff I want to do.
Here is a gif showing the state of my minesweeper game. I clearly lack artistic skills lol. One thing I will be making is to model the sphere as squares not triangles.
Finally I want to mention that I months ago saw someone here at devrant making a voronoi diagrams variant of this which inspired me to make this.
I made long post so
TLDR : having fun reinventing the weel and learning 😀 -
When I was at university in my last semester of my bachelor's, I was doing a game programming paper and our last assignment was to group up and make a game. So I go with one of the guys I know and this other dude since his previous game was really neat. Then two randoms joined that from my first impressions of their games wasn't much at all (one guy made four buttons click and called it a game in Java when we had to make games in c++ and the other guy used an example game and semi modded it.
Anyways we get to brain storming, totally waste too much time getting organised because the guy that volunteered (4 buttons guy) was slow to getting things sorted. Eventually we get to making the game and 4 buttons guy hasn't learnt how to use git, I then end up spending 3 hours over Skype explaining to him how to do this. He eventually learns how to do things and then volunteers to do the AI for the game, after about a week (this assignment is only 5 weeks long) he hasn't shown any progress, we eventually get to our 3rd week milestone no progress from him and the modder, with only three classes left we ask them both to get stuff done before a set deadline (modder wanted to do monsters and help 4 buttons with AI) both agreed and deadline rolls up and no work is shown at all, modest shows up extremely late and shows little work.
4 buttons guy leaves us a Skype message the day of our 2nd to last class,, saying he dropped the paper...
Modder did do some work but he failed to read all the documentation I left him (the game was a 2d multiplayer crafting game, I worked so hard to make a 2d map system with a world camera) he failed to read everything and his monsters used local coordinates and were stuck on screen!
With about a week left and not too many group meetings left we meet up to try and get stuff done, modder does nothing to help, the multiplayer is working my friend has done the crafting and weapon system and the map stuff is working out well. We're missing AI and combat, with our last few hours left we push to get as much stuff done, I somehow get stuck doing monster art, AI is done by the other two and I try to getting some of the combat and building done.
In the end we completely commented all of modders work because well it made us look bad lol. He later went to complain to my free claiming I did it and was a douchebag for doing so. We had to submit our developer logs and the three of us wrote about how shitty it was to deal with these two.
We tried out best not to isolate ourselves from them and definitely tried to help but we were swamped with our other assignments and what we had to work on.
In the end leaving and not helping right when the deadline is close was what I call the most shittiest thing team mates can do, I think sticking together even if we were to fail was at least a lot better.3 -
I got told once that "You don't need pay if you love your job" - what kind of bullshit logic is that? ( I work as a volunteer programmer on a community project, but the game is for-profit and making a fair amount ). People these days...7
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Definitely Godot Engine. One of the greatest and easiest Game Engines I have ever used! Lots of great features and there are getting more and more!
The inbuilt programming language GDScript is really awesome too! It's a custom language built extra for the Engine, which makes it super easy to use and integrate! The syntax is a bit like python but better.
Because it's not as old as unity or unreal engine, it's not as feature rich. But I think that's okay. It allows you to get used to the current existing features, and then heading on to the new ones.
What I really enjoy is that, just as in this community, you can just talk with the creators of the engine. Asking questions, suggesting features and discussing things! They'll answer nearly everything!
Not to mention the graphics! They are really good and are nearly able to compete against Unity!
There's also a visual language you can use. Just like Unreal Engine Blueprints! Never tried it tho...
The scenes system is very easy to understand. You basically have a lot of "components" which you can use in each of your scenes. This also allows for making simple extensions!
All in all, a great engine! If you are a game developer I can definitely recommend trying it out!2 -
i always thought that making a simple game is easy until i saw the source code for the dynosaur game you have in chrome when your internet is down7
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A database of a German client for testing was sent to our software company. To make sure that the program works well with real data. Testers are funny people, they immediately found a certain Schwarzkopf in the database and fired, making a comment “for dyed hair”. Further - more. Some Albert Speer was suspended from work on the night shift, pointing out in a comment: "suspected of a relationship with Hitler."
Work progressed, genocide grew. The whole department was dismissed with the comment: “To the gazenvagen” (naturally in German). The apogee was the demotion of the director to the supply manager, the establishment of the Obersturmbanführer position and the adoption of Max von Stirlitz (as you might have guessed) on it. An element of reality in the game of testers was made by a dull dude who wanted to check how the mail server works.
As a result, the above comments were sent to all of the above characters, as well as their managers, through the database to their real e-mail addresses.3 -
So, I decided to post this based on @Morningstar's conundrum.
I'm dissatisfied with the laptop market.
Why THE FUCK should I have to buy a gaming laptop with a GTX 1070 or 1080 to get a decent amount of RAM and a fucking great processor?
I don't game. I program. I don't even own a fucking Steam library, for clarification. Never have I ever bought a game on Steam. Disproving the notion that I might have a games library out of the way, I run Linux. Antergos (Arch-based) is my daily driver.
So, in 2017 I went on a laptop hunt. I wanted something with decent specs. Ultimately ended up going with the system76 Galago Pro (which I love the form factor of, it's nice as hell and people recognize the brand for some fucking reason). Matter of fact, one of my profs wanted to know how I accessed our LMS (Blackboard) and I showed him Chromium....his mind was blown: "Ir's not just text!"
That aside, why the fuck are Dell and system76 the only ones with decent portables geared towards developers? I hate the prospect of having to buy some clunky-ass Republic of Gamers piece of shit just to have some sort of decent development machine...
This is a notice to OEMs: yall need to quit making shit hardware and gaming hardware with no mid-range compromise. Shit hardware is defined as the "It runs Excel and that's all the consumer needs" and gaming hardware is "Let's put fucking everything in there - including a decent processor, RAM, and a GTX/Radeon card."
Mid-range that is true - good hardware that handles video editing and other CPU/RAM-intensive tasks and compiling and whatnot but NOT graphics-intensive shit like gaming - is hard to come by. Dell offers my definition of "mid-range" through Sputnik's Ubuntu-powered XPS models and what have you, and system76 has a couple of models that I more or less wish I had money for but don't.
TBH I don't give two fucks about the desktop market. That's a non-issue because I can apply the logic that if you want something done right, do it yourself: I can build a desktop. But not a laptop - at least not in a feasible way.23 -
I am an I.T Admin currently responsible for the URS, Validation, oversight of outsourced development and deployment of a new application for our company...
I've been saying once a week now for 2 fucking months that this thing will be ready to deploy at the end of the week.
With enough technical knowledge I know the hell business people put developers through, the lack of contextual understanding of the Job between the two sides is insane.
(I mean holy shit when you tab through various fields, even that ordering needs to be explicitly programmed.)
I refuse to put the pressure on our devs that I am told too, I cant submit a request and phone ten minutes later to ask if itll be done today, people plan their lives, the devs have other clients and projects... what the mother of fuck makes us so special that they must drop everything.
On top of that all the testing I do over and over and over and over reveals some pretty huge operational risks and I keep making changes so as to not blow up the operations of half our company.
I am not saying my boss is horrible or anything but Holy Hell, most people just can't put themselves in someone else's shoes for five short minutes
I try to please my boss while trying to protect my devs from abuse and sadly it results in me being in the middle of two sides playing tug of war and it is ripping me apart...
Why can't people just be more understanding and communicate and understand better... But don't worry all you beautiful game changing, world improving devs... I will always have your back3 -
Working on another online pokemon game sort of thing and I'm super proud of myself because I just got the user registration, login, auth session, and logout done. Last time I tried making one of these damn things I didn't bother using a database and I tried making a complex user auth system using JSON files and God, I regret that now.
Now only a million steps to go (Including making the game)8 -
!dev
Fuck my broken brain. I’ve been taking various meds for depression/ptsd for 11 years, and just when you think you’re making progress it comes back and takes a nice big shit in your slippers.
I Referee grass roots football (soccer) on the weekends, and I’ve been out with an injury. I should have been reffing a women’s game this afternoon but my damaged brain has other ideas.
Sometimes I just want to scream fuck it all and move to the woods to become a full time spoon whittler7 -
TL;DR: a dude thinks good graphics make a game good.
so every day when the school ends, me, a dude and another girl walk home. as expected we have lots of time to talk about anything. I wanted that day to tell that dude about what I am going to buy on steam summer sales with just 15$.
me: I am going for this summer to play lots of games so I saved some money for this summer sale. do you want to hear what awesome games I am about to buy with just 15$?
dude: yeah, sure thing.
he wasn't expecting much
M: this summer I am going to buy 5 games and maybe keep more for some others. they are so awesome!
D: ok, let's hear those 'awesome' games!
M: the first game is devil daggers, maybe you don't kno...
D: of course I do. is that game
M: I want to get that game just to improve my aim, but maybe I will have some fun.
D: yeah yeah, I know that game
M: *poker face*
I KNEW he doesn't know this game and anything about pc games because of the followings...
M: ok then... I also want to get Half-Life 2 : Episode 1 & 2. they have pretty rich story and I already have both Half-Lives.
D: holy shit but the graphics... ok, one more 'awesome' game of yours.
M: there are 2 episodes, 2 separate games. I really don't care about the graphics, I love the story.
D: continue with your 'awesom' games...
that dude didn't even knew about half-life and said that game is bad.
M: another game I want to get is Battlefront 2, the one from 2005 and...
D: 2005!?
M: yeah, the new one sucks, and the gameplay in the original is way better and...
D: *starts laughing* 2005!? I thought you were getting the new one. I imagine the graphics being like this car. *points to a fucking car, yeah that kind of comparasion, I know*
after this I was so fucking pissed off. he doesn't even know about some cult classics that are meant to be played. he doesn't even have a pc nor console and he is stating his opinion on fine air for fucks sake!
M: ok, what about getting the facts and then make an opinon.
D: yeah yeah *making fun of me at that point*
I didn't tell him that I wanted to buy the binding of isaac, cause it was enough for me. I told him to watch some reviews on these games and blog posts about them and I am sure tomorrow he will say that he 'wathced' the reviews and that those games are garbage. it's his style to underestimate things. I fucking hate him, not becuase of the games, but because he underestimates everything that is not on his list of 'good games'. that list consists of new games with great graphics(3D only).
sorry if I exaggerate saying that those games are cult classics but I really look forward into buying them.
if you have another indie game to run on this potato machine(2gb ram, pentium dual-core 2.1ghz, gtx 525m) that I should or at least try comment, I am open to suggestions!9 -
Well, I was Always into Computers and Games and stuff and at some point, I started wondering: "why does Computer Go brrr when I Hit this Button?".
It was WinAPI C++ and I was amazed by the tons of work the programmers must have put into all this.
13 year old me was Like: "I can make a Game, cant be too hard."
It was hard.
Turns out I grabbed a Unity Version and tried Things, followed a tutorial and Made a funny jet Fighter Game (which I sadly lost).
Then an article got me into checking out Linux based systems and pentesting.
*Promptly Burns persistent Kali Live to USB Stick"
"Wow zhis koohl".
Had Lots of fun with Metasploit.
Years pass and I wrap my head around Javascript, Node, HTML and CSS, I tried making a Website, worked Out to some extent.
More years pass, we annoy our teacher so long until he opens up an arduino course at school.
He does.
We built weather stations with an ESP32 and C++ via Arduino Software, literally build 3 quadrocopter drones with remote Control and RGB lighting.
Then, Cherry on the top of everything, we win the drone flying Contest everyone gets some nice stuff.
A couple weeks later my class teacher requests me and two of my friends to come along on one of their annual teacher meetings where there are a bunch of teachers from other schools and where they discuss new technology and stuff.
We are allowed to present 3D printing, some of our past programming and some of the tech we've built.
Teachers were amazed, I had huge amounts of fun answering their questions and explaining stuff to them.
Finally done with Realschulabschluss (Middle-grade-graduation) and High school Starts.
It's great, we finally have actual CS lessons, we lesen Java now.
It's fuckton of fun and I ace all of it.
Probably the best grades I ever had in any class.
Then, in my free time, I started writing some simple programs, firstvI extended our crappy Greenfoot Marsrover Project and gave it procedural Landscape Generation (sort of), added a Power system, reactors, Iron and uranium or, refineries, all kinds of cool stuff.
After teaching myself more Java, I start making some actual projects such as "Ranchu's bag of useful and not so useful stuff", namely my OnyxLib library on my GitHub.
More time passes, more Projects are finished, I get addicted to coding, literally.
My days were literally Eat, Code, sleep, repeat.
After breaking that unhealthy cycle I fixed it with Long Breaks and Others activities in between.
In conclusion I Always wanted to know what goes on beneath the beautiful front end of the computer, found out, and it was the most amazing thing ever.
I always had constant fun while coding (except for when you don't have fun) and really enjoyed it at most times.
I Just really love it.
About a year back now I noticed that I was really quite good at what I was doing and I wanted to continue learning and using my programming.
That's when I knew that shit was made for me.
...fuck that's a long read.5 -
Hello, world!
Soo.. I am half way done with Pre-Release 10!
Woohoo!
However.. The update log is already as long as the full update log for the last update.. Which was twice as long as the log for the update before..
I'm Starting to notice a pattern.. XD
This is all good and well, but I feel as if I'm overworking myself. I'm getting stressed out, and I'm not spending near as much time with my girlfriend. 3: But, I'm having fun. I'm genuinely enjoying myself, and I'm making a ton of progress in such a short amount of time. I also have a new team member!
Idk.. I haven't done anything the past two days really. Work nor spending time with my girlfriend. I'm stressed, and I'm not sure what I should do. I'm sooper modivated to keep working, but I feel that my situation will only get worse.
---
Because I'm sure some of you will be interested ('cause my game is very popular in this community <3), here is the update list so-far. Do note that this is not the final list, and things will be added, and may be removed.
As you can see below, this update is mostly focussed around API's. Specifically Modding, and the new FileSystem. On top of this, I will *try* and tinker with the official Patreon API for Java and see if I can't intergrate that into my game. I'll also work on a ModManager, but I'm not sure if either of these will make it into this release. I also have plans for new Apps and Commands for this release, as well as working and polishing up existing Apps and Commands.
---
* Closing the game with X button (and other ways) now also calls preExitTasks()
+ Added AddonLoader. It's literally a Mod-Loader. (Your welcome :3) A tutorial coming soon, but just know that it's standard Java codeing and you simply need to drop the mod.jar into the game's addons/ directory.
++ Added "API" - This is a bunch of methods that are added for the Mods to use. These Methods likely wouldn't of been added othewise.
+ Added in-game FileSystems (Folder, files..)
++ Added FileNavigator API for traversing the in-game FileSystems
* Fixed a major bug with the "debug" command where you could no longer run any commands after enabling debug mode.
+ Added GameSave creation
+ Added System creation
+ New Save + localsystem are generated on startup
++ Added WindowBuilder API for creating Apps. This makes creating Apps much, much simpler, and is intended for not only us, but use in Mods.
* We re-wrote the Console Class from scratch, and turned it into an API for creating custom Terminal Apps. (Commands are now created using the Command Class and are then passed to Console and registered as either a Local or Global command)
++ Added Command API for creating commands. These commands execute Java code, much like a JavaFX Button would, on each call. You also get everything after the first [space] of the command that was passed, as a String.
* Re-wrote ALL previously implimented Apps.
* Re-wrote ALL previously implimented Commands.
+ Added "debugtest" command to test debug mode. (This just prints a totally boring random message, and you shouldn't try it.) [Note: This "command will not exist" when debug mode is false.]
+ Added "cd" command. ("cd ~" "cd .." "cd /home/folder" "cd etc" "cd /")
+ Added "cat" command. ("cat file" "cat /folder/file")
+ Added "mkdir" command.
+ Added "rm" command.
+ Added "dir" command.
If you're new and you have no clue what I'm talking about, here's the info page: https://trello.com/b/0bH2SjQf1 -
I just remembered something I did like freshman year of high school lol
So our school system had just adopted a new site blocking program. It did even better than the one we had used before it.
Literally every good site to play games was blocked, and it really pissed me the fuck off. I had an easy class that was in a lab, and I finished my work early literally everyday, so I played the games to kill time.
Finally I got fucking fed up, and I made a site using weebly where I put the games I wanted to play on it. This way I was in control of it, and I had all the game files on a flash drive, so if it got blocked, I could just keep making new ones.
It actually got to the point that after a week, a few of my friends were using the site daily as well, and they kept asking for games to be put on it.
Simpler times man, simpler times.2 -
"Graphics don't matter."
I ranted a while back about gamedev being hard to get into for me, and, today, user @DOSnotCompute posted a similar experience.
I had a couple more thoughts, so thought should post them here (FUCK! It ended up being too fucking long! sorry!)
So I was watching the making of mortal kombat 3 on yt, which was pretty amazing btw because I got to see the actors of the sprites in game which were engraved in my and thousands of others kids minds.
Anyhow, the creators of the series, John Tobias and Ed Boon, were interviewed and what not. And it hit me that while both were the designers, John was the main artist and Ed was the programmer (at least for MK1). Another game that comes to mind Super Meat Boy, and I bet hundreds of others did the same.
And it got me thinking, maybe that's my problem, I just need an artist.
And I think the reason why I never thought of that is because of this idea that graphics don't matter.
"you don't need an artist. You don't need graphics. The most important thing is the gameplay."
What a load of shit.
A lot of people believe that because they got tired of polished AAA games with automatic and predictible gameplay.
People started parrotting this knee jerk of a conclusion since then.
It's dumb. Imagine if Infiminer, one of the games Minecraft was based on, which btw looks terrible, had all the same features Minecraft had.
I would still not touch that shit with a pole.
Graphics ARE important. Games are on the VISUAL medium.
That doesn't mean you're sucking Sony's dick on every AAA release or that every game should be made with UnreUnityCocksReloadedEngine.
Some level of visual craft is required for a game ro be considered such.
(btw, I think most of you guys here get this, not trying to pander, just that I want to make it clear that I'm not accusing this community of being guilty of this)
If a game looks bad (given, bad can be subjective), if it gives the impression that it wasn't seriously made, then you kinda lower your expectations.
People get hyped on games that look good, because it means that the game could be good. Games that look unoriginal or terrible won't get played, wether they're good or not. And I think it's a reasonable reaction.
How many times did I hear things like "Look at x video game from the 90s, the graphics are terrible but it's fun as hell".
That is an absurd statement. The level of production some NES games went through is insane. We're talking millions of dollars for games that today might look primitive.
The graphics weren't shit back then, and even today you could say that they are simpler but also of excellent craftsmanship.
I'm not into creating art, I hate it in fact because you can't quantify the success of produced art.
So, duh, find an artist. Ok, how? This is the part where I have no fucking idea how.
You start spamming shit like "I need an artist" online? I dunno, something for another post I guess.
I guess the most healthy thing I could do is making demos that might look like shit just to get experience so that when I get to find an artist, I have practice already.7 -
Just got accepted for a game developer. Ive been making games since I was 12 as hobby. Did a few months of university level of Game Development. Then started as web devloper professionally. The company I work for found a project as game dev for me.
I love my work and the sales team for finding me that job, even though its out of scope of their regular projects.2 -
Do you ever wonder if you got promoted to senior developer too early? I keep making stupid mistakes that get picked up by more junior developers at code review I need to up my game10
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My very first staggering steps with programming were made with Basic, and commands like INPUT that allowed me to create simple text adventures. As silly as it might sound, my biggest hurdle was to figure out how to make realtime action games, reading input from any sort of user device (using GET and JOY) without waiting for input, and designing game cycles in such way that they gave the impression of multitasking (keep in mind there was no such thing as threads). These machines and the Basic interpretor were extremely slow so making anything move a little...er...smoothly, let alone creating a game, was a challenge in itself.24
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This is a story of me trying out maintaining a game server and eventually making a mistake, although I do not regret experiencing it.
A month ago I set up a small modded minecraft server because I wanted to experience a fun modpack together with some people from reddit. Besides this, I also wanted to see if I was capable of setting up a server with systemd and screen running in the background. This went great and I learned a lot.
The very next day I was playing with $annoyingKid on the server and everything was well. However the second day, $annoyingKid started pushing the idea to start up a normal minecraft server to build a playerbase.
I asked $annoyingKid 'What about financing, staff management and marketing?'
$annoyingKid: "I don't know much about that, but you can do that while I build a spawn!"
He also didn't want to reveal his age, which alerted me that he's young and inexperienced. He also considered Discord 'scary' because there were haxors and they would get his location and kidnap him, or something. So if he was supposed to become owner (which he desired), he had no way of communicating with a community outside of the game.
He also considered himself owner, while I was the one who paid for the server. 'Owners should be people who own the server', no matter how many times I told him that.
$annoyingKid also asked if he could install plugins on his own, I asked him if he knew anything about ssh, wget or bash because I used ssh to set up the server (I know rcon exists, but didn't want to deal with that at the time), he had no idea what any of those terms meant and he couldn't give proper arguments as to why he should get console access.
In the end, he did jack shit, he had no chance of becoming co-owner or even head-admin because he had no sense of responsibility or hard work. I kept him around as an admin because he was the one who came up with the idea. I banned him on day one after he started abusing his power when someone tipped him of. Even after me ordering him to ignore an annoying player he kept going, of course I could have prevented all this by kicking him earlier since all the red flags around him had already formed a beacon of light. He tried coming back, complaining that he should at least have his moderator rank back, but he never got in again.
A week later I got bored, I had had enough fun with ssh and the server processes to know that I didn't want to continue the small project, so I shut it down and went on to do stuff on GitHub.
Lesson learned: Don't let annoying kids with no sense of responsibility talk you into doing things you aren't sure you want to be doing. And only give people power after they've proved to you that they are capable of handling it.1 -
So I am getting back into game dev. I keep going back and forth about making a 2D or 3D rpg. Maybe I will end up making a mix.
I also want to make customizable characters in game. I found a decent solution for 2D. An artist is making 2D sprites that allow things to be overlaid. Each component has animations. I can layer sprites and animate them in sync to keep all the pieces moving together.
For 3D this journey of what is possible is a lot longer I think. It is hit or miss finding generic 3D characters with build in morphing. I want to be able to change the body for customization. I think I will have to relearn how to 3D model. As I learn what kind of model I need I am also learning what it takes to do this in Blender. And holy hell, Blender is so amazing now! The stuff I can do easily is staggering. You can sculpt a mesh using sculpting tools. Then do a remesh of that to make a more easily animateable mesh. No remeshing by hand, other than installing a plugin. There are a bunch of plugins that you can buy too. I found one for free that looks promising. But the paid ones are not that bad either. Between $25 to $100 depending upon source, license, and features.
However, being a programmer I want to figure out how to generate 3D and 2D models. There is code out there to do this, but I wonder what the learning curve is on that. The engineer side of me wants to be able to model the shape of humanoids and then auto skin that. I think I will start with modeling a few by hand to learn the way it should work. I want a simple anime look. I did find info on automating face rigs and body rigs. Oh the tools we have now!
Anyway, I am having fun.15 -
I'm not sure where I'm going with this, but I'm fucking sick of my experience with the world.
I have a feeling that all that 1984 conspiracy type of ideas that I previously considered bullshit and fear mongering are real.
(Just to be clear, I'm not including most conspiracy theories which are very ignorant like flat earth, fake moon landing, or antivax, the people that spread those theories can die a horrible death IMHO).
Corporation consolidation is a fact and appears to become irreversible.
Because of technology, I can stay in the comfort of my house, safe from crime and be entertained without needing to have direct contact with humans.
People might say "that's your fault for not leaving the house". True but that is just how the world is.
The outside world in the cities I lived in is not a welcoming place.
Hell if you fucking find a bench it's a goddamn miracle, and if you do and sit for a long time, the police stares at you like you are up to something.
People don't talk to you because "don't talk to strangers".
It can be rare to find water or a bathroom that isn't a complete shithole.
So no wonder I rather stay at home, the outside world is hostile.
So yeah, go to a mall or something. And consume, consume, consume, because the outdoors suck.
Many pioneers thought technology was to improve the quality of life.
But no, it's just more isolation, less direct contact with people, less giving a fuck about other people.
And that's how feel about people of today. The least amount of fuck giving about others possible.
You would you would connect to more people faster, but no, the result is just millions of people browsing through the same "entertainment", shitty aggregated content.
Yes, consolidation affects internet too. Everything goes through fucking google, youtube, or whatever other fucking top 10 company.
Just like the class disparity, 1% of the things online get 99% of the exposure.
So if you're a small time anything, basically fuck you, because you're not something enormous.
Like, I wished I was a game developer, but there's thousands of brilliant indie games that get released every year, and they barely make what they're worth.
So why should I fucking try? So I can get ruined financially and I don't have a place to live in?
Software itself is so complex that is impossible to scrutinize decently.
We all laugh at congressmen asking the zuck silly questions.
Out of touch, true, but in hindsight, it is true to some extent that software is hard to regulate. Every software I on earth doesn't meet some standard one way or another.
Or maybe it's just too many of us right now.
When people scroll their search results to get access to the things they should be interested in, the only practical interface right now is being showing one link at a time.
But there's millions and millions of results.
One redeeming aspect of life is that one day I won't be alive anymore to observe the disgusting world we live in.
This could be just pure rambling and I can't prove any of the things I'm saying, I could just have been making the wrong friendships. So take this with a grain of salt.7 -
I spent two days in a row fixing chairs at work because our whole dev team was waiting for issues (which means helping QA team and playtesters testing the whole game).
Just when everyone left and Im standing up to go as well a playtester comes up with a release breaking bug in the handwriting recognition code...
Since this game is build for a charity which will release it in a country at war we cant push the release date.
Guess who is making overtime trying to fix this bug?3 -
Man, I'm sure there are a million of these posts right now but...
The hiring market and hiring culture nowadays is so damn frustrating. I have a decade of experience in multiple senior/lead/principal roles at both big name companies and high-growth startups, along with a very well-written resume.
Even with this, I can barely get an interview these days. I'll apply to a role that lists qualifications for which I'm an exact fit, and either get a quick auto-denial or just never hear back at all. It doesn't matter if I custom-craft my resume and cover letter to match the job description or just send my standard resume and cover letter. We all love those pandering and patronizing "We know that this isn't the news you wanted to hear, but keep trying! Maybe you'll be good enough for us someday!" auto-denial email.
Sometimes I'll receive a denial, look back at the job posting, that they needed somebody with NLP experience or something, and say to myself "Fair enough, that makes sense." Other times, I'll look at the posting and say "Oh come on, I check every single box." It makes you wonder "What the fuck are you actually truly looking for?"
Sometimes I'll look at the company's current employees and see that almost every single one is ex-FAANG, indicating that the company will almost only hire other ex-FAANG employees (despite there being thousands of other well-qualified candidates out there who are just as talented and skilled as those ex-FAANG candidates.)
Other companies seem to be "brand shopping" for ex-FAANG employees after all the recent FAANG layoffs, hoping to land a bargain on an ex-Google engineer so they can brag that their product was built by the same people who built Google.
Then there's the question of even making it past the ATS and in front of an actual human's eyes. The hiring culture seems to be an ATS SEO game nowadays. God forbid that you didn't include the super secret magic keyword in your resume, else you'll automatically be filtered out and denied.
It's just incredibly frustrating and makes you wonder what kind of candidate you need to be to even get a first round interview nowadays. Do we all need to have a glowing personal recommendation from the ghost of Steve Jobs in order for a 50-person startup to even open our resumes?6 -
I'm making an educational game for a school project.
What I thought I had to do:
Write complex code
Learn to animate
Make all resources by myself
What i do:
Drag and drop stuff into unity.
Moving arrows around.
Watch tutorials.
Im 3 weeks ahead of my planing... After 6 days.
No wonder there are so many 3rd class unity games -
On the game front, I see so much conflicting advice. "Start getting feedback" as soon as possible. "Donnt soft launch on steam! The algol will wreck you.", "soft launch on itch to get feedback", "dont soft launch on itch!"
"Start marketing today", "focus on influencers", "get to know communities *before* you advertise", "dont get to know communities beforehand if you're just planning on self prompting", "dont self promote".
"CPM is important.", "CPA is important". Etc.
Sounds a lot like "have a bunch of money upfront." The solution is just to succeed from the start! It's so obvious. Just invent the next gta. The next facebook. Get a small loan of 50,000 dollars, or a million. Donate for a year to other kickstarter projects so people will know you and reciprocate! But also dont ebeg!
How about no. How about fuck all this advice by silver spoon assholes that didnt have to work on shoestring budgets. The advice is the equivalent of having a 300 page tonedeaf book, every page blank except page 150, where the words "fuck you. I got mine." Are printed in times new Roman, 14pt font, neatly in the center of the page.
The truth is most of the "indies" already made it in the software industry proper, before switching over. $5k kickstarter videos, with $15k marketing budgets, no doubt funded in part through their own money funneled through services that provide shell donations, because KS is being used as a glorified advertising service. People buying off steam curators for promotions, youtubers making sponsored videos without disclosing they're sponsored. Fake viralility. Fake campaigns. Predetermined success for those who could *already* afford to develop and go commercial without a publisher. And they came into the market and cannibalized the opportunity, raising the bar for everyone that wasnt them. I guess that's actually a good thing, because we wouldnt have half the amazing games we do, and the pressure to produce quality. But then I see fantastic games utterly ignored or flailing in an attempt to compete for eyeballs in an industry frequently dominated by gatekeeping marketeers and influencers, where human grace determines success or complete oblivion. And I'm just disgusted with it.
Also buy my game. Preorder NOW! And you'll get a REAL canvas bag, I'll go to like the goodwill and buy one and screen print the game logo on it or some shit. Buy the special collectors edition and get pictures of my feet. Buy the game of the year edition and get a real gasmask. Preorder now and I'll fucking suck your di k right now. No lie. Preorder the diamond edition RIGHT NOW in the next six minutes and I will send you one hundred thousand dollars in gold plated bottle caps. Limited supply. one million per customer. Offer expires soon. This is not a scam. I repeat. This is NOT a scam.
In other news I'm soft launching Atom Ranger in six months (assuming the nuclear apocalypse hasn't *actually* started by then). Its state of decay and fallout meets rimworld. Build and manage a sprawling base, resolving conflicts, exploring post apocalyptic Colorado and surrounding territories of no-mans-land. Navigate hazardous weather, radioactive terrain, collapsed bridges, dangerous rivers, and deal with cultists, bandits, slavers, and hungry cannibals. Broker peace between not just the factions outside your settlements, but within your base too. Manage conflicts, settle disputes, avert disasters, barter, scavenge, and survive in a fully dynamic world, where buildings slowly crumble, grass and trees sprout up in the road and vacant lots, fires burn out of control, and factions loot, ruin, and takeover settlements. Watch the world and the survivors in it change and survive. Help them to survive, or become a warlord and rule over the wastes.
Lets be honest. It's basically kenshi but less complicated.
If you want to volunteer to test (instead of paying to be a glorified tester, aka "alpha") let me know in the comments.
I'm currently setting up a discord and mailing list.28 -
If you're making a game, dont start by thinking about your inventory system. Start by thinking about what you want your player to be able to DO, the cost of those things, and the constraints.
For example, ages of empires didnt have you worrying about unit equipment at all. every villager could do almost any job. while survival games, especially survival horror, like the recent RE remake, severly restrict inventory and stack sizes to make resource managenent more important.
Games like Fallout had list based inventories because lists are cheap, and it allowed a tighter interaction loop. players would loot. go into inventory. close container, onto the next container, keeping the player in the exploration loop longer. neoscav did the opposite *for effect* harkening back to diablo, but taken to the nth degree: *everything*, actions, combat, exploration, character design, all based on an inventory-style grid.
while games like rimworld and dwarf fortress have your inventory represented by zones where items are physically *stored* in stacks on the ground, extending the concept of base management to resource management through physical layout and build optimization.
its important to think about what kind of actions you want players to be able to do, and the kinds of challenges and constraints you want on them at each point of the game and each mechanic they engage in.
other examples, though terrible, include fortnite, where the limitations of competitive play had inventory limited to a resource system and a hotbar. while earlier battle royale and sandboxs games like rust and battleground induced tension by combining loot mechanics and grid inventories with the constant danger of competing players, allowing them to have richer inventory systems at the risk of frusterating players who frequently died while managing their inventory. meanwhile in overwatch, notice how the HUD changes to best represent the abilities of each character.
all in all it is better to stop thinking of inventory systems as a means to an end, and instead as the end representation of desired mechanics, or artificially selected representations for particular effects.
this applies likewise to ui and ux in general. because the design of interface is fundementally about the design of *interactions*, and what you want to enable a user or customer to *do* will ultimately drive those interactions.6 -
It began when I was tasked with creating a better and more engaging experience for our new Facebook page. This was in Facebook's early days, so there were not really any "best practices". We were making it up as we went along. I decided one way would be to game-ify things, since gaming, at the time, was a Big Deal on Facebook and people were starting to use it to build customer funnels.
Grasping for low-hanging fruit, I decided a Tetris variant around our topic would be fun. I had to hire a dev because at the time I was a static HTML web developer just getting into social media management. I knew nothing about game development or how to use Facebook's API for such things.
Long story short, we got about $10,000 (FB app devs came at a premium then) into the project when I came across a very recent article about the history of Tetris games. It said that even though Tetris had once been considered for all intents to be public domain due to it being created by a Russian coder during the Cold War, it had just been acquired by an IP protection entity that was charging royalties for any variant of Tetris created from a specific date onward and paying the original developer. So, even though I thought I had been thorough in my initial permissions checking, it turned out we were gonna be in deep doo-doo with licensing fees and restrictions if we released this game to the public.
I had to call my boss and admit my error. She was FURIOUS and really gave me an ass-chewing over it. I then had to call the marketing person whose budget I'd been slaving away at wasting. She was a bit more forgiving (her budget was in the millions). Then I had to call the corporate legal department and explain what was going on. They told me to immediately pay any outstanding hours, then fire the dev but not before getting him to send me all code and assets, deleting his copy, and then, upon my receipt of those assets, deleting MY copy so that nothing of it ever existed. And I was supposed to say _nothing_ to the dev about why he was being let go, so that there would be no "trail" leading back to this fiasco. (The dev hounded me for weeks asking what he'd done wrong. It killed me that I was bound and gagged by corporate legal and couldn't tell him.)
I was in so much trouble. I was literally in tears over it. I'd never wasted that much money in my life. That incident pretty much sealed my fate as far as any trust my bosses ever put in me again (not much at all). I was a bit of a pariah in a lot of ways for the next 5 years whereas I had come onto the team as a young social media rockstar at first.
After that, and a couple of other bad scenarios that were less my fault and more due to a completely dysfunctional management and reporting structure, they eventually "transferred" me to another team. Which was really just a way of getting rid of me by sending me to a department that was already starting to outsource overseas and lay people off. It was less messy that way. I was in the first set of layoffs.
Since then, I've had a BIG fear of EVER joining a large corporation EVER again. I prefer to work for small businesses now, even if I get paid less. Much less stressful from an office politics and impact of mistakes standpoint.3 -
It's official. I'm making multiplayer Minesweeper.
There's a Trello board, Discord server, and GitHub repo.
Initial gamemodes will be singleplayer, public (like agar.io) and vs (2+ players, support for teams is planned).
My big idea besides that is to have interesting powerups you can buy or find, adding a component of luck and some exciting new rules to the game.
And I may even put ads on it and try to feed myself.15 -
I fucking got scammed.
Scenario 1: Had literally no experience in B2C, no experience in experimentation, 0% fitment.
Verdict: got hired in just one round in a top domestic brand which is a profit making startup.
Scenario 2: A friend from ex-org got referred in a global brand for an international location. Hadn't interviewed for 4+ years. Created his resume in 15 minutes, got shortlisted, screened, interviewed, and hired in less than 2 weeks.
(This guy is a good friend I am incredibly happy for him and that he scored the gig and in now way I wish bad for his outcome).
Scenario 3: I also got a strong refferal for the same brand and location. I have been interviewing for past 6 months, resume is super polished where companies like FAANG spoke to me.
Got rejected in shortlisting. The referral guy got me in the pool because it was his team
In screening round, I was a good fit, answered everything well. Yes, I wasn't concise as much (and that's the feedback I kept getting and I was working on it).
Verdict: rejected. They didn't ask me relevant questions and rejected me on the basis of not having the required experience.
Seems like the hiring manager didn't want me to clear so came up with reasons.
And now it feels that, if the HM wants you, they'll hire you irrespective of anything and if they don't they'll kick you out for lamest of the reason.
My life is split in two part, the first three decades were surely shit and this was my last chance of making sure the next three are worth remembering on the death bed.
I failed. Miserably. For the factors outside of my control. Not that I haven't failed in past. Not that I didn't try again.
But man, I am doing persisting. The game is rigged. One cannot win without extreme luck.
Millions of dreams shattered. A shitty day, is now a shitty life.
Being born in third nation is a fucking curse.5 -
bool rant = false
I became my school's computer club president just last year. Although it's a computer club most of them aren't specially good in computer. We learn Photoshop for mostbof the time. So I decided to bring in unity3d and teach it myself.
I did managed to teach them in a slow pace. What came to me as a surprise is that I inspired another student to held unity class in school to teach other students game making .
Sometimes little thing we do may influence people in a big way we don't know.2 -
Making my own game console.
I work with FPGAs and have access to a bunch of pretty nice dev boards, so building a workable CPU and GPU is definitely possible. I even have architectures for both in mind, and have planned ways to get compiler support (i.e. just use RISC-V as the ISA as much as possible so that I can reuse an existing RISC-V compiler with minimal changes) so that I don't need to write assembly.
But, lack of time. Sigh.4 -
Is it just me or does it seem like everyone is "making their own game" but they mean they got opengl to render a triangle.4
-
I got VB script blocked from all the computes in high school
I had a laptop to do my work in class on (my handwriting is terrible, dyslexia and other things) and I was playing around with VB script making a little text adventure game with dialog boxes because I was bored, it got quite long and I was happy with it but then one day when I tried to open the file it said the network administrator had blocked this type of file from being opened... Spoilsports -
Dear game developers of mobile games,
Please stop making EVERY FUCKING GAME dependent on having coins AND gems that you have to pay REAL MONEY for to oftentimes even keep playing! Or worse still you are kept at a basic level if you refuse to spend!
It’s boring, annoying, and your game is not worth spending like $100 on before getting bored and moving on.
And don’t get me started on ads!!
FUCK RIGHT OFF!!!16 -
Finally getting off my proverbial ass and doing something about the lack of games I like. Going to focus on making an engine for the kind of games I want to play.
No, I am not starting from scratch. Going to base my engine on Godot and use it for my own titles. I am not insane. Making it from scratch is too much work these days. But the indies are shifting from Unity to other engines right now. So a lot of wanted attention will be placed on better alternatives. This means more content and plugin choices will be available to Godot devs.
I kept making excuses as to how hard it will be or it will take forever. It only ended up taking me further away from what I wanted. I have my wishlist of features and I will focus on modularizing them so they can be used as needed. If it makes sense I will make these modules available to the community at Godot. This will help get feedback on what can be improved and generalized further. It will also reduce development costs in the long run. I want to take the approach that No Man's Sky has taken for content and generate as much as I can. I am fascinated by generating objects using algorithms. This seems to be a trend in games.
The struggle I have with games: I want to build things like structures in game (aka Minecraft), I want to build characters in game (aka RPGs), I also want to deform terrain (aka organic voxels), and I want a mixed genre (guns and dragons). Nothing like this exists in a form I want to pay for. I also want to be able to mod the game and for other people to be able to mod the game. That really narrows the list of games down to nothing. Sure there are few games that hit these bullet points, but not all in the same game.
I am finding I struggle to be engaged intellectually at work. I do what I have to for a paycheck. I think having a side project will help with this. One that is radically different than what I do at work is going to be helpful. I need to be realistic about expectations. I probably shouldn't expect any real progress for at least 2 to 3 years and probably more likely 5 years. I have some experience with the tool chains from other engines I have worked with. I also want something that I own and is mine. Even if it sucks.33 -
//Worst day ever.
Everything just broke today. I'm making an app for a website. Of course the site is down and it may not get back up, rendering my work useless.
I wanted to play a game this morning to relax...aaand servers down.
Later I updated the amd drivers on my laptop and now everything is just so slow that I can't use it so I'll be reinstaling windows tomorrow.
And stupid me I thought I could release the app this week.4 -
Second intro to programming class we remade tetris, it was incredible
I probably spent more time making graphics than coding, but I also coded a mini graphics framework for the game
We additionally made incrediblly addictive modifications to the game, it's still super fun to play
We also barely had the knowledge we needed to code it, but I'm still super proud of it5 -
Anyone else ever just have those days where you just think of just giving up on programming all together?
I just seem to be having these days every second day or so, I mean I've been programming since I was 11 and I'm just about to turn 21... I've essentially stuck with game development in the same engine in the same language and to this day have nothing to show for the past 10 years other than a million half assed prototypes that seem to just rehash idea's already done by other but a million times better...
Tried learning other languages and none have stuck, I can't grasp C++, don't have a fucking clue how to use Vala and can't even think of anything to make with said languages...
Tried making a pushbullet front end in Vala and can't even learn how to use the fucking API's so once again, that project has been put on the shelf with everything else.
It all just drags me down and makes me think if all the trouble is worth the pain and annoyance.
Maybe I'm feeling sorry for myself (110% chance this is the case) or maybe I'm just not cut out to be a programmer...5 -
I love one particular old game. It's called Port Royale (the first one). Why? Because the game crashes a lot. Players know that, devs knew that. It's so old and unknown to people who haven't played that devs don't even fix it. But, but... why do you write it here?
This game tought me autosaving! Yeah, they have autosaving in [5, 10, 15] minute intervals, but the game is so fast, that even a little change you do will cripple your whole economy. Not to mention the saving mechanism is partially broken (or that's what the log says, fml). By broken I mean it tries to autosave, but sometimes it crashes the whole thing, just because it can. A game with special effects - crashing in _intervals_!
Because of this lovely game I have a habit of saving and staging (or even commiting). Maybe they should be proud for making such a bug. Saved me once again a minute ago when I managed to crash Emacs with Python. :D1 -
(1st week Monday)
Went to a game programmer job interview, job description says most of unity related stuffs; create games in Unity, code in c#, work within Unity to build robust game systems etc.
Interviewer asked for my experience and portfolios, showed him. Then he asked me some questions about making interactable objects in a VR scene, then asked if I'm able to do a demo (on oculus rift) to prove him I can do it.
I don't have oculus rift, I'm allowed to go their office and use their rift for testing though.
Dateline = 2nd week Friday.
(2nd week Monday)
Showed him a demo scene in GearVR, he seems pretty satisfied.
He: I will get back to you next Monday. I'll wait for client's reply first.
Me: (smile and jokingly said) so...... If the client doesn't get back to you or doesn't want the project anymore, means I don't get the job?
He instantly replied: no (with a serious face)
Then said: You shouldn't reply with that "attitude", you should instead think of "is there any reason to hire you if client doesn't get back to me"
*backfired, but wtf?*
*insert meme here*
(Please comment, am I too rude? Or *unprofessional*, but it's just a joke ffs)
He also asked if I'm able to do it on rift since I made it on GearVR already.
I said yes, depends on the controller used.
(Any dev with common logic should understand it'll work too, with given SDK, even without, some hacks should do it, just a matter of time)
(He even told me he's a dev himself)
(Should I insert the meme here again?)
But he doesn't accept the answer. He wants me to give him a text (through WhatsApp), telling him *in a professional way* that I can do it.
*wtf*
*insert meme here*
(Last day of third week)
Needless to say, he didn't get back to me. Thought he promised he would.
Things to note:
Job description doesn't say anything about VR.
Spend a week of my time to do his demo without obligations.
Didn't get to ask much about his role and job scope either.7 -
So.... a while ago my non tech friends asked me to help with their game... As all of the devs out there who wish to make a game or work in HW company I decided to say YES....
Basicly the game was a 2D infinite runner and when I looked at it it seemed like it was allmost ready, but it was not :D
The codebase was horrible.... Non of those two knew how to write scripts properly.... Half of the time I spent trying to teach both of them how to code properly and make the code readable for other coders..... After that most of the time went in troubleshooting 3rd-party plugins regarding google play services and fixing anoying performance issues.....
And last friday we launched it for Android https://goo.gl/MZpjf9
I'm really proud of my non tech friends because they withstood my complaining about the sourcecode and learned a lot of new thing these past months!!! It was a pleasure making this with them..... I know that the game is simple and it could have been done in much shorter time, but part of the expirience is fun and making things happen with your friends!!!1 -
As a person who has a problem with authority (in group projects, not the law), I never really understood the need for the boss until I started making a game with a few friends.
IT.WAS.BAD!
I'm not just taking about noone actually doing anything other than throwing ideas ifbthey bothered to show up at all, but...and this is the worst of all, whenever we came to a mechanic that we all agreed upon, everyone had their own vision for it, that they defended like it's their firstborn. For two months we accomplished nothing, other than a few half baked ideas.
It wasn't until we "promoted" one of us to a "boss" status, that people actually started working.2 -
Need to rant. I am doing programming 2 at university with java and the assessment is to make a card game. The subject is shit and is basically going over loops, variables, conditionals ect which we learned in introduction to programming and programming 1.
This leaves little time for oop principles, design patterns inherentance and all other useful stuff.
I am dedicated to making a career in programming and want to do my assessment the correct oop way. Although the lecturer doesn't care and is instructing the class to do it procedurally and shit.
I could do the program really quickly the shit procedural way and still get full marks but I feel dirty as hell coding like a scrub. So I'm 60 hours in on this assessment and there are so many classes and even more because of unit testing (we don't have to unit test) and I am spending way too much time.
My code is beautiful, my classes are tiny and maintainable, easy to modify and I'm learning so much about how to code oop the correct way with the help of a mentor and someone I look up to. But god does it take forever to code this way. And soo many iterations and redesigns because I'm still learning.
It's almost done but now I have another programming assessment for another class I'll have to do the dirty way because of time restraints and other assessments.
Sorry for wall of text but this is stressing me out 😛4 -
So I'm making a music game, and I've been struggling to fend off this large sound latency issue. There is like a ~80ms of latency, which is a total deal-breaker for music games.
So I've been polling everything using a profiler, but nothing came up... Until just now, I realized:
IS IT MY F*<KING KEYBOARD THAT IS LAGGING?
I pulled my iPhone out, opened the Notes app, and recorded the screen as I smacked the keyboard.
Whaddaya know, exactly after 5 frames (in 60fps) of the sound of me punching the keyboard, the letter shows up.
Now I need to take *this* lag into account :facepalm:3 -
Man wk89 awesome... bringing back a lot of memories. The one thing really stands out to me though is the software.
I see a lot of rants about people shocked that turboC is still in use or other DOS programs are still in production. A lot can of bad be said here but I think often it's a case of we truly don't build things like we did in the good old days.
What those devs accomplished with such limited resources is phenomenal and the fact that we still haven't managed to replicate the feel and usability of it says a lot, not to mention just how fucking stable most of it was.
My favourite games are all DOS based, my most favourite of all time Sherlock is 103kb in size. When I started coding games I made a clone of it and to this day I am still trying to figure out what sorcery is in the algorithm that generates/solves puzzles that makes it so fast and memory efficient. I must have tried 100+ ways and can't even come close. NB! If you know you can hint but don't tell me. Solving this is a matter of personal pride.
Where those games really stand out is when you get into the graphics processing - the solutions they came up with to render sprites, maps and trick your eyes into seeing detail with only 4-16 colours is nothing short of genius. Also take a second to consider that taking a screen shot of the game is larger than the entire game itself and let that sink in...
I think the dramatic increase in storage, processing power and ram over the last decade is making us shit developers - all of us. Just take one look at chrome, skype or anything else mainline really and it's easy to see we no longer give a rats ass about memory anywhere except our monthly AWS/GCE bill.
We don't have to be creative or even mindful about anything but the most significant memory leaks in order to get our software to run now days. We also don't have constraints to distribute it, fast deliver-ability is rewarded over quality software. It's only expected to stay in production 3-4 years anyway.
Those guys were the true "rockstars" and "ninja" developers and if you can't acknowledge that you can take ya React app and shovit. -
My God is map development insane. I had no idea.
For starters did you know there are a hundred different satellite map providers?
Just kidding, it's more than that.
Second there appears to be tens of thousands of people whos *entire* job is either analyzing map data, or making maps.
Hell this must be some people's whole *existence*. I am humbled.
I just got done grabbing basic land cover data for a neoscav style game spanning the u.s., when I came across the MRLC land cover data set.
One file was 17GB in size.
Worked out to 1px = 30 meters in their data set. I just need it at a one mile resolution, so I need it in 54px chunks, which I'll have to average, or find medians on, or do some sort of reduction.
Ecoregions.appspot.com actually has a pretty good data set but that's still manual. I ran it through gale and theres actually imperceptible thin line borders that share a separate *shade* of their region colors with the region itself, so I ran it through a mosaic effect, to remove the vast bulk of extraneous border colors, but I'll still have to hand remove the oceans if I go with image sources.
It's not that I havent done things involved like that before, naturally I'm insane. It's just involved.
The reason for editing out the oceans is because the oceans contain a metric boatload of shades of blue.
If I'm converting pixels to tiles, I have to break it down to one color per tile.
With the oceans, the boundary between the ocean and shore (not to mention depth information on the continental shelf) ends up sharing colors when I do a palette reduction, so that's a no-go. Of course I could build the palette bu hand, from sampling the map, and then just measure the distance of each sampled rgb color to that of every color in the palette, to see what color it primarily belongs to, but as it stands ecoregions coloring of the regions has some of them *really close* in rgb value as it is.
Now what I also could do is write a script to parse the shape files, construct polygons in sdl or love2d, and save it to a surface with simplified colors, and output that to bmp.
It's perfectly doable, but technically I'm on savings and supposed to be calling companies right now to see if I can get hired instead of being a bum :P19 -
Who thought Lua was a good idea for extending gameplay functionality??
It's weakly typed, has no OOP functionality and no namespace rules. It has no interesting data structures and tables are a goddamn mystery. Somebody made the simplest language they could and now everybody who touches it is given the broadest possible tools to shoot themselves in the foot.
Lua's ease of embedding into C++ code is a fool's paradise. Warcraft 3's JASS scripting language had way more structure and produced much better games, whilst being much simpler to work with than Lua.
All the academics describing metatables as 'powerful extensionality' and a fill-in for OOP are digging the hole deeper. Using tables to implement classes doesn't work easily outside school. Hiding a self:reference to a function inside of syntactic sugar is just insanity.
Nobody expects to write a triple-A game in lua, but they are happy to fob it off to kids learning to program. WoW made the right choice limiting it to UI extensions.
Fighting the language so you can try and understand a poorly documented game engine and implement gameplay features as the dev's intend for 'modders', is just beyond the pale. It's very difficult to figure out what the standard for extending functionality is, when everybody is making it up as they go along and you don't have a strongly-typed and structured language to make it obvious what the devs intended.
If you want to give your players a coding sandbox, make the scripting language yourself like JASS. It will be way better fit for purpose, way easier to limit for security and to guarantee reasonable performance. Your players get a sane environment to work in and you just might get the next DOTA.
Repeatedly shooting yourself in the foot on invisible syntax errors and an incredibly broad language is wasted suffering for kids that could be learning the programming concepts that cross all languages way quicker and with way more satisfying results.
Lua is hot garbage for it's most popular application, I really don't get it. Just stop!24 -
My first dev project. That is a toughie. Years ago (1998) I did some BASIC programming in HS. Then a few years after that (somwhere between 2002 and 2006) I did a lot of video game editing with hex editors and other tools to replace dialog to translate video games from Japanese to English, but there was not much coding there.
The first one I remember in recent times that involved any kind of coding was back in 2012/2013, there was a save state editor for Final Fantasy III on android (it didn't work for the iOS saves) but the editor was in Chinese. I ended up working with someone else to change it to English, so that others could use it easier. After that, I decided to code one from scratch for a different game.
I spent weeks working on it, and finally released a save editor for Final Fantasy Dimensions (I made sure it worked for both iOS and Android save files). It was my first great achievement, however it was way to many lines of code (I didn't know about loops or arrays back then, so I had a lot of repeating code). I eventually ended up making ones for Final Fantasy IV and VI, however those were never released to the public, as I had trouble getting the CRC to calculate properly every time.
This led me down the path I am now, going for my Bachelor's in IST with a specialization in Programming.1 -
Today on forgotten games – Vangers.
Even though the game is extremely hard and very, very frustrating, it somehow has an ability to make you obsessed with it. A very complex pieces of information, either carefully crafted or accidentally emerged from the void, delivered straight to your brain, making you an addict. If you play it and not delete it after five minutes, there is no way back – you better get used to new, different you.
There are many hard but addictive games based on simple mechanics, but Vangers is a different story. Compared to Vangers, Dark Souls seems nice, simple and easy casual game.
One can easily imagine "the hardest game possible", but all of them simply makes you delete the game and not to play it at all. Vangers precisely balance over this, achieving a very fragile equilibrium, being hard enough to frustrate you like no other game does, but not hard enough to simply make you quit instantly. While doing so, the game makes you a junkie, addicted to its eerie psychedelic nature.
This game spits in your face. This game makes you a slave, a desperate addict. All of your previous gaming skill, and speedrun experience doesn't matter.
The plot roughly goes like this: humans fucked up while experimenting with portals and accidentally discovered an advanced hivemind race. Trying to escape they fuck up spacetime and the two incompatible civilizations annihilate each other, creating a primal soup of creatures, from which the whole new world emerges. So there are many different strange creatures trying to survive in fucked spacetime where incompatible worlds are forcefully fused together, and you are the Vanger, one of many other Vangers trying to figure out what they are and how they was created.
The game features a voxel, fully-destructible world mapped on a torus. The game lore and terminology are extremely complex, and no one will explain it to you, you have to figure everything out yourself. Skip the dialog and no one will repeat it, you're on your own now.
Every playthrough is different. There are very many game mechanics and play styles available.
Everything in the game including complex rendering engine was written in C and Assembler back in 1998.
There are two types of Vangers players: the ones who was able to escape early and the ones who think that Vangers is the best game of all time. This says it all.
Last warning – DON'T PLAY THIS GAME. You better watch some playthrough on youtube.12 -
#!/usr/bin/env python
# -*- coding: utf-8 -*-
from rant import depression as fuck
from WhiskeyBottle import *
import time
while bottle.contents > 0.0 and time.datetime():
fuck.rant()
Yeah ok, this will be one of a few, but I'll try to keep it short. Damn, whiskey is not helping. Nor various smokables.
So yeah, have you ever had a dream? I consider myself a gamer the whole life, always loved creative worlds, dynamics, mechanics, plots, stuff you could and couldn't do. To the point I promised myself I'd make a game - NAH - I'll be making games in the future. You know, good games, that you come back to. Like Doom. Or those porn games.
Never went to Uni or nothing. Was born in a poor European country with Internet more broken than my soul right now. Years later, after acquiring some good hardware, learning a bunch of languages, Unity, Unreal Engine 4 and experimenting for about 10 years now with small scripts, apps and mini-games I've come to this realization.
I only made one "full" "game" in my life, and that was when I was like 16 in Klik & Play (early Game Maker). And it was shit. It was horrible, horrible shit. It literally makes you want to cry when you play it. It's 16-bit brain cancer. And it's the best I've ever published.
Now I've been through countless prototypes, none of which I've developed any further. I had ideas, plans, even made some more advanced roadmaps and dev cycles. Estimated costs, time, mechanics, gameplay hooks.
I never finish anything.
I get bored. Frustrated sometimes. There's always an improvement, something that "if I'd finish that it would be it! Screw this thing I was working on now, THAT will be worth sacrificing it." It's tiresome. I'm getting old.
And honestly, I don't know how people do it anymore. Trying to compromise those side-projects (they take all my free time which is not much) and work is just... draining. I'm losing hope. Maybe I shouldn't be allowed into the gamedev world after all. Maybe I'll just pump half-assed pieces of crap everybody will hate.
Or worse, nobody will care.7 -
ok, so i remake music and make sprites sheets for smaller developers, in an attempt to make them more recognizable. the devs normally give me a place in the "special thanks" section of the credits, and then i got people spam messaging me asking me to make them a game or something, so i explain to them i dont make games, just assets. however no matter how many times i tell certain people, they still keep on asking me to make a game when all i do is remake music and do a bit of pixel art, so the conversation usually goes a bit like this -
Them: Hi! I was wondering if you could make me a game?
Me: I don't actually MAKE games, just things you can use in your game.
Them: So can you make me a game?
Me: I don't know a single bit of programming, i just like to remake stuff.
Them: YOUR A FAKER???
Me: No-
Them: YOU SAID YOU CAN MAKE ME A GAME!
Me: i never said that, and i DON'T make GAMES,
JUST ASSETS.
Them: i'm blocking you
Me: why tho
Them: blocked :)
Me: [content hidden]
___________________________________________________
so yeah. this is why i stopped making assets for games and just remixed tunes for personal use.4 -
Making a Snake game. Let me explain.. I had just "finished"(We all know there is no finishing side projects) my first big, at least for me, project. An io game called torpedoed.fun [http://torpedoed.fun]. And yes, it is a desktop only, and also yes, it is not that fun of a game. Torpedoed.fun taught me a lot about developing such as how to debug effectively, backend communication, how to host a website, planning, and much more. After learning all this from torpedoed.fun, I decided to start a new project, a simple clone of the classic Snake game. I, to my surprise, was able to immediately think of several ways of implementing various parts of the game. I developed the entire game in the span of a few hours with hardly any problems! This experience of developing without constantly debugging every line of code felt amazing. If I wasn't addicted to programming before that Snake game, I was afterwards!
-
It is the year 2451 ad and mankind rules the galaxy with a lazy iron fist. There are roughly 14,000 civilizations, comprised of just over
17,000 intelligent species on a quarter of a million earth-like
worlds. And all of them call themselves 'the galactic empire'.
No one told them that twenty planets doesn't qualify them for the title "galactic."
Well, we could rule, if we wanted to. Most of its just backwaters that no one wants anyway. It turned out that the reason no one invaded earth before was because they were too busy fighting themselves. Stupidity it appears, is not a unique human quality.That and the sex robots. Theres more of them in the galaxy than actual meatbags. Many species had taken to artificial wombs and 'vatbabies', which is exactly what they are called. Those poor bastards will carry that label for life.
We never did break light speed, but most of the rich exist in hypersleep anyway. Most of them only wake up once a year or so. There are some that only creek out of bed to check their stock portfolio. I hear there is even one trillionaire thats up and about once a century to ask if we have broken light speed yet.
Despite all the progress over the last 400 years, historians all agree about the most significant event in modern history.
The lobster went extinct two hundred years ago on earth.
Theres been riots ever since.
* * *
In other news I'm still working on the game I guess. It's like totally the most okay indie game you'll ever play--if I ever finish it.
I put about a year of work into the NPC system, and then chatGPT came out.
After everything thats happened, at this point I may just make a game about an indie dev making a survival game, being stuck in the actual apocalypse or some weird political dysopia.
Put it on rewind, it was originally a zombie game. But at the time the market got flooded and steam sales for zombie games cratered. So I pivoted to something more along the lines of fallout. Then the flash market crashed, bunch of publishers folded, and adobe stopped support for flash (probably for the best). Then newgrounds, which I was gonna launch on for promotion (because actual marketing is expensive), ended support for flash.
Was going the route of kickstarter, and that year the KS market got flooded and the bar rose almost over night so you needed super high production quality out the gate, and a network of support you already built for months.
We had a brief nuclear war scare, and I watched the articles come out about market saturation for post-apocalypse games, so I pivoted back to zombies. Then covid happened and the entire topic was really fucked. So I went back to fallout meets rimworld. Then we had a flood of games doing that exact premise pretty much out of the fucking blue, so I went for a more single-survivor type game. Then ukraine happened and the threat of nuclear war has been slowly sapping the genre of its steam, on well, steam.
Then I was told to get a cancer screening which I can't afford. Then I broke a tooth and spent a month in agony.
Then a family member died. Then I made no money from the sale of a business I did everything to help get off the ground, then I helped renovate an entire house on short notice and sell it, then I lost two months living in a hotel
while looking for a new place to live. Then I spent two and a half years suffering low-level alcoholism, insomnia, and drifting between jobs.
Then I wrote amazing poetry. And then I rediscovered my love of math. And then I made out for the first time in over a year. And then I rediscovered my love of piano and guitar. And then I fell into severe depression for the last year. Then I made actual discoveries in math. And I learned to love my hobbies again, and jog, and not drink so much, and sing, and go on long drives, and occasional hikes, and talk to people again, and even start designing games and UIs again. And then I learned that doing amazing things without a lot of money is still possible, and then I discovered the sunk cost fallacy, and run on sentences, and how inside me there was a part of me that refused to quit because of circumstances I couldn't control, and then I learned that life goes on even when others lives have ended, even when everything and everyone never had an once of faith in you, and you've become the avatar of the bad luck brian meme..still, life goes on.
And we try to pick up the pieces, try, one more time, because the climb, and the fall, and the getting back up, is all there is.
What I would recommend, if you're thinking of making a game, or becoming an independent game developer, is, unless you have a *lot* of money upfront (think 50-100k saved, minimum, like one years income *bare* minimum), and unless you already have a full decade in the industry--don't make a game.
Just don't.17 -
My productivity has gone fucking low.
I have hundreds of things ti do , Prepare for exams, write code for my internship project,write code for my game, learn new things about ML,etc.
But all I fuckin do is play games all day instead of making mine!
Plz help, give me some words of encouragement or tell me something that you do to boost your productivity and keep away from distractions !6 -
Many years ago two foolish young men found together to make an game with an old game making tool. The project didn't succeed, but the person stayed since. A good result i think ❤️
-
Working on small scale games to working on a full blown VR 4 person MO game, the scale from one to another is pretty big, I seem to manage somehow though :D takong it all one step at a time, making sure I don't use any repeated code in places that could need it, cleaning up classes so it's easier to access for debugging, building nice inspector things so people that create art/particles and such don't have a hard time understanding my weird naming conventions.
I could go on and on really xD i've learnt so much and i'm still learning, and I really have nothing to rant about thesw days so i've gone back to lurk mode lol -
A while back a buddy and I were keen on making an MMORPG that for a variety of reasons just didn't work out.
Game development is an exercise in futility unless you have a LOT of time and a LOT of willpower. Unfortunately, where the project would have taken at least both of us, only one of us was able to actually do the work. I'll leave it up to you to figure out which one of us it was :|
It sucks because it was a stellar idea, the art style was going to be amazing, and I had already began working hard on a lot of the music. My best musical work to date, just sitting private on my soundcloud, unused and collecting dust.
Listening to them now still fills me with that glimmer of hope to a degree, but it's bittersweet.3 -
I'm finally making some visible progress on my Unity mobile game called "it goes number in the night!" gotta add a scoring system then I'll have a playable demo.4
-
Alright, server got hacked a week ago. Bad enough on its own but okay, perfect time to change the server infrastucture completely instead of doing it later this year. Since Saturday we are working on setting everything up (game server, apache, etc.pp.) while making sure to configure everything correctly to be safer this time.
We are finally at the point where we could go back online. And what happens? One team member _now_ (6 days after the hack) suggests that it might be a good idea to format the hacked server and configure just what we need to patch the clients with it.
Great fucking idea, why didn't you have that idea 5 days earlier?! There was more than enough time already to format the old server and configure it. Another day delay, yay. X_X
Aaah, ranting really helps in those situations. Oh and Hi, I'm new here. Nice place, I like it. ^_^2 -
!rant
I met a student at my school who is in a grade a couple years lower than me and was interested in learning about Perlin Noise for a game he’s making. Yesterday I spent a couple hours working on reminding myself how the algorithm worked and teaching him how it worked. Best few hours at school I’ve had in a while!3 -
I am the old famous kiddy here, who just came back days before school exam starts^^
Just to say, I want to ask you all, is it ethical(?) to release a hacking/cheating creation tool for games for educational™ purposes?
I have been making a cheat creation tool called Mysterium, but I am not sure where to use it. I made cheats for some big title games, and reported them to the developers, patched, and got some in game items in return....
Long story short, is it okay to release to the public, or should i release this product to game developers?
Sincerely,
A kid who made cheats since he can't play games well and wanted to get some free items4 -
Sometime in the mid to late 1980's my brother and I cut our teeth on a Commodore 64 with Basic. We had the tape drive, 1541 Disk Drives, and the main unit and a lot of C64 centric magazines my dad subscribed to. Each one of the magazines had a snippet of code in a series so that once you had 6 volumes of the magazine, you had a full free game that you got to write by yourself. We decided to write a Hangman game. Since we were the programmers, we already knew all the possible words stored in the wordlist, so it got old quick. One thing that hasn't changed is that my brother had the tenacity and mettle for the intensive logic based parts of the code and I was in it for the colors and graphics. Although we went through some awkward years and many different styles and trends, both of us graduated with computer science degrees at Arkansas State University. Funny thing is, I kept making graphics, CSS, UI, front end, and pretty stuff, and he's still the guy behind the scenes on the heavy lifting and logical stuff. Not that either of us are slacks on the opposite ends of our skilsets, but it's fun to have someone that compliments your work with a deeper understanding. I guess for me it was 2009 when I turned on the full time DEV switch after we published our first website together. It's been through many iterations and is unfortunately a Wordpress site now, but we've been selling BBQ sauce online since 2009 at http://jimquessenberry.com. This wasn't my first website, but it's the first one that's seen moderate success that someone else didn't pay the bill for. I guess you could say that our Commodore 64 Hangman game, and our VBASIC game The Big Giant Head for 386 finally ended up as a polished website for selling our Dad's world class products.1
-
The programming things I've seen in code of my uni mates..
Once seen, cannot be unseen.
- 40 if's in 10 lines of code (including one-liners) for a mineswepper game
- looping through a table of a known size using while loop and an 'i' variable
- copying same line of code 70 times but with different arguments, rather than making a for loop (literally counting down from 70 to 0)
- while loop that divides float by 2 until it's n < 1 to see if the number is even (as if it would even work)
..future engineers
PS. What are the things you've been disgusted by while in uni? I'm talking about code of your collegues specifically, I'm also attaching code of my friend that he sent me to "debug", I've replaced it with simple formula and a 2D distance math, about 4 lines of code.6 -
Making a game, 8bit action adventure loot based dungeon based fun! I'm new at programming as well if you could help me I'd help you! So hmu! 🙂6
-
UI designers! Please understand that whilst animations are pretty, people don't want their webpages, apps and game UI elements jumping around when they're trying to interact with a button.
So Firefox for Android recently received an update that, stripping out 90% of the browser's functionality aside, has two glaring issues:
1_ about:config got disabled, so any options that, say, scaled webpages to not look like they're made of Duplo are now totally ignored. Enjoy your toddler websites!
2_ The search bar auto-hides. On every scroll. It changes the viewport size when it hides, making webpages frantically jump around and change CSS rules. There's no option to turn off auto-hiding. Twitter already jumps around like a rabbit on the strongest crack carrots can buy, and they somehow made it WORSE.
F%^&7 -
I’m studying at uni remotely at the moment. I’m taking a software engineering class. I love developing software so I was super excited about this course. First assignment is to make a tic tac toe game in python. I finish the assignment super fast within the first hour of our first class.
We end up spending the rest of the fucking semester on this fucking program. No improvements, nothing. Literally just staring at this less than 200 line command line tic tac toe game talking about the same fucking shit every class.
Our fucking final is a presentation about this fucking program. The entire class is going to present the same command line python tic tac toe game
People told me that in the past, this class would find a local client and fulfill a request (making a website, etc)
However, now there’s a new prof teaching this course.
Best way I can describe it, 3 hours of this fucking prof screen sharing a google doc and droning on for 3 hours
I wish I could get the 20+ hours of my life back that this course has taken from me10 -
Here's something I'm sick of seeing: server software documentation that doesn't fully list what ports they are using. Too often I've read things like this: "AcmeServe uses ports 400, 8001, and 8002". Great, but why are you making me guess if those are TCP or UDP?
And sometimes it's: "AcmeServe uses ports 400 (UDP), 8001 (TCP), and 8002 (TCP)". Soooo, which ones do I port forward? Are you really going to make me have to use netstat -a to find out?
I can't understand the mentality behind that. They obviously realise you need to setup firewalls, but they half-arse it by only telling you the port numbers but not the protocol and/or if they're inbound/outbound.
Please, list what protocol the port is and if it's listening or outbound. Oh, and consider also mentioning where the port numbers come from in your config files, so I don't have to go playing a guessing game with a bunch of XML files should someone have overridden the default port numbers.1 -
This year I could join the "Game Graphics" for my elective classes. After seeing that we are split almost exactly in half (graphics design and programmers) our tutor (graphic with 20+ exp in the field, worked on few Call of Duty titles and more) decided that instead of forcing everyone to draw something, we will be making games in groups.
So me, and my friend were grouped with two girls from graphic. I have to say, working close with them was an eyes-opening experience. They don't think like me, they don't see like me and they interpret everything different.
Anyway, as most experienced Unity dev (... Yeaaaah, one game self made and published) I was chosen to get rest of the programmers up to speed. Luckily no one objected and they did what I wanted them to do, so it wasn't bad.
Today was supposedly the last day to present finished prototype. After three weeks staying up till 1 am, working on this project, two other, and nornal job, it was supposed to end. But, no one was really ready. So tutor decided that we will only do this project, an 2D platformer, instead of two, this and 3D game.
While walking around and checking the progress he stayed with us at least two times, watching what we were doing. Since last two weeks were really hectic, we were finishing up animations, adding some polish and such. When he came to us for the second time, he played our prototype. He's a bit older guy, somewhere around his 60, and one could see he wasn't prepared for hard gameplay I presented him with my first level design ever.
He told us his feedback, about how hard it is and not really intuitive, but in the end, he was satisfied. We have made really great progress and brought him something he could play and finish. Which was more than most of other groups had at today. And, as a cherry on the top, he complimented me as a group chief. I don't remember the last time someone complimented my work. The feeling was... Incredible. Touching even.
So, yeah. My hard work wasn't in vain, even though we now have time till the end of the semester. Everyone in my team has given their all and now we can rest for a bit, while others are catching up. Right now I only have to polish some mechanics, rework a bit of level design and add tutorial, while girls from graphic design will be working on better background and sprites.
All in all, it was a pretty good day.6 -
Continued from https://www.devrant.io/rants/575042
Hi, everyone!
Time for a new great collab project!
Read the above rant I posted previously to see what our class is...
So the teacher(who uses visual c++ ide made in the 1990s) said to make an android based application or make a game but without using any block programming (like scratch) which means for android app development, we should make in java, js, c#, or any app makin' programming language. For game development, we should use either unity(yes, I am good at it) or unreal or gamemaker or buildbox. LibGDX is not allowed (I wonder how the teacher knows this library... strange).
Any ideas upon making apps or games? Prefer apps btw...
Something using SQLite or database will be appreciated but not dull student management system.
Any ideas appreciated.2 -
I've seen a lot of people design great websites here on DR. Since I'm being dragged into quite a bit of front end, I've decided to quit complaining and up my design game. Suggestions and advice on good design considerations?
Our creative lead sent me a few reference websites that had a lot of "wow factor". It had stuff like trailing text animations, slow motion menus and what not. For some reason, I found all of it to be annoying and pointlessly bloated. I'm more into minimalist design and simple transitions but idk if this is just my taste or lack of competence in making such fancy ass design that makes me not appreciate such sites. I need advice and I'm not sure on what. You'd probably know what if you've been in a similar situation before.14 -
!rant
Just spent the last few days learning about unity's custom editor stuff.
Gotta say it's really fun making tools that help setup stuff a lot easier
The thing I made has a bunch of actions and you randomize the action thats picked. You give each action a % chance and even have a % decrease when the action is used.
I ended up adding in a simulator in the inspector so you can test without even running the game :D pretty happy with the result! -
You know when people here complain about idiots in stackoverflow downvoting without providing explanation?
Yet the same is being done here.
I made a post here about a recent porn game, and such game is relevant because it's top 3 in earnings in patreon.
if you don't think top 3 patreon making 50k a month is interesting for a post, then you're a prejudiced moron.
What rule am I breaking? I didn't post any pornographic image. I didn't even share a link to the game.
Do people here have a fucking problem with sex?
Is sex, the very cause of our existenxe in first place, so problematic that we need to downvote it?4 -
So once upon a time I had this dream while I was sleeping:
I was programming this videogame while I was inside of it.
It was something like VR where I had a tron-like world and I was the god in there, I was able to make and destroy anything as I pleased.
What I did was making a sort of challenge where you had to destroy someone else's kingdom by accessing it via FTP and then just destroy the useful files to kill defences and then become an actual king of that place.
Once awake I started thinking of making this whole thing into an actual game, but then I started reading the documentation for FTP connection in C# (I was thinking about using Unity) and literally stopped thinking about making it.2 -
I'm more of an artist than a developer, myself. One time I went to a camp when I was younger to learn how to create flash games. Even as a kid I wanted to make the game look good, so I animated all my characters from scratch and began teaching the others how to make cover art for the games and how to work Flash. Still making art nowadays. :P
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I'm in a senior level game design course, where me and two others have to create an actual game. I picked my teammates out bc I thought they've already taken classes in the subject(as they are both seniors and I'm a sophomore taking this as a final class for my minor). Turns out, they haven't taken any courses in game design and know nothing about the basics of making a game... FML, good thing they can code I guess lol.😅😓2
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I was just begged to play 30 minutes of monopoly with my family
With all those versions of monopoly I'll have to be more precice, it's the worst of them all
It's monopoly fucking zapped, you need an ios device to play it, it's been developed for the iPhone 4 and maybe a tablet because they didn't even update it for current phones, not even iPhone 5
The credit cards are a fucking joke, they work by touching certain parts of the touchscreen and don't work 85% of the time you try to use them, 5% of the time just choosing the wrong person
At least your relieved when 10% chance kicks in where it works for once
Instead they could developed for Android and used nfc tags making it reliable and fun, no it has to be shitty, cheap and frustrating
Like seriously, they could've also used qr codes instead, or just have fucking buttons on the screen because you need the fucking ios app anyway
The minigames are at least a bit of thought, but don't really make sense either
Money doesn't seem to matter, sometimes paying another player when it shouldve been pay to the bank (yeah, not only the credit cards are fucked, the whole money system is shit)
It's a fucking abomination of a game
Halfway through I searched for the company name on the board...
...
....
ITS FUCKING HASBRO, OF COURSE IT'S FUCKING HASBRO THAT FUCKING PEACE OF SHIT FUCKING COMPANY THAT DESERVES TO ROT IN HELL HAVING CREDIT CARDS STUFFED UP THEIR FUCKING ASSESundefined never again fuck them all to death bullshit hatred fucked up devil profanity i fucking hate hasbro hasbro7 -
!rant
It always happen
I always think of great game song melodies, and every single day, when i just hum aloud, there is definitely 1 good one. Many times i have a recorder or my phone, but sometimes, i dont which makes me hum all the way to my cell phoneand when it try to record it, i forget the melody making me so frustrated.... -
I think one of the hardest part while making an RPG game is setting the prices of the shop items and determining the rewards you get from quests.
Really struggling right now...8 -
trying to get into gamedev is usually a shitty experience to me...
being a web dev OTOH feels like the opposite. There are css libraries that can make your site beautiful for you (albeit kinda generic).
so when you look at the screen when working on something, you can see something pretty, and it feels like progress.
you can show this to people and they'll be like "wow, look at you and your fancy site".
Show an expertly coded but cssless site to people and they will ask you if you did it with digital crayons.
That's how it feels when I try to get into gamedev, shockingly embarassing.
If I do my own assets, it looks like shit and takes forever. If I use other people's assets, it feels unoriginal.
I used to believe that gameplay is everything, graphics are nothing. But I'm not certain about that right now.
A very common advice to get into gamedev is to start with games that are already made. Like doing a tetris.
Great, that's exactly what I need. Doing a game that looks like shit, with a gameplay I'm not dying to program.
Another thing that makes me feel incompatible with games is the possible reality of that saying that goes "art is never finished, only abandoned", and games being art in a sense.
I'm not sure if I have that mentality. I think I am more of a results type of person, and doing games feels a bit opposite to that.
All of this is making me a bit sad, because video games have been and still are my number one interest, and there has been countless times where I wished I had the role of game designer so I could define in actual projects what a game would be. Like all those "wouldn't it be cool if you could remove X and add Y to this fame" feelings.8 -
Disclaimer - Day in the life of a whitehat student.
Whitehat Whitehat Whitehat
What is this????
When I attended my first white hat jr online free trial class, I got to know that the teachers does not know the difference between java and javascript. Infact they were saying blockly as javascript. I was knowing the difference between the same. There were 3 types of courses -
***Note : - This information is taken from the whitehat official website***
1.) Introduction to Coding :-
Sequence, Fundamentals Coding Blocks, Loops
(Teach us to drag and drop blocks of code.org(blockly))
2.) App Developer Certificate:-
Events / UI,Conditionals, Complex Loop, Logic Structures, Turtle Coding
(Advanced drag and drop(blockly))
3.) Advance Coding with Space Tech -
Extended UI/UX, Rich GUI app, Space Tech simulation in Space Lab / Game Lab, Professional Game Design.
(GUI - with tkinter(python), Game Design - Blockly(code.org))
These things are rubbish ......making GUI's is simplest with tkinter and the students who make games (with code.org) submit their codes to the whitehat community (because the teacher says "they will compile it to an android app, then you can publish it to playstore" --- this is for 1% students who are able to design their own games).
The thing whitehat do with code given by 1% best students:-
Export to HTML from code.org
Download HTML to APK Convertor
Setup SDK
Successfully converted to APK!
Publish it to Whitehat Jr console account
Credits of the students
Income of the exporters
Rest all students will only think to be the CEO of google one day.
My Opinion - StackOverflow, Unity for Game Development, Android Studio, Dart, Flutter and Kivy (using google colab for compiling the python code to an apk) for app development and Flask, HTML, CSS for web development.7 -
My first software.. Okay. So first time I ever attempted was with my father, i was around 8 or so, i remember very little from it, but in nutshell, i somehow ended up at his job having day off school or something, no idea.
Apparently he was bored, so he decided yo show me... Basic. Yep, thats right. Frking basic. Anyway, he shown me some really basic stuff in basic, and pushed the envelope really hard, just trying to force into me more and more in these 8hrs. I started with filling screen with "o" characters. Most of times he was telling me what to write with elaborate explanation why. At the end of the day, we finished with simple maze game where player was "o" and maze walls was #. Without any goal, or anything.
Next day i was at point 0, understood nothing from it except how to handle keystrokes (and belive me, that for me was huge mindblow, and even bigger mindblow that it actually made prefect sense).
I dont remember much, but later i started with father-assisted c++ and some pascal. I immidietly loved c++ but dropped learning it for (NullPointer) reason.
Thats not really project imho, so now time for my actual first project.
It was about time when ARK survival evolved was a fresh thing, i was playing it a lot. Server admin became buddy. We all complained about max level cap, but to change it in config you needed to input whole new xp curve.
At that time i had great familiarity with google and computers, some thought i was some kind of PC god (seriously I heard someone saying so about me lol) just becouse I could ressurect most cases of broken windows. And I had next to zero programming expirience. It was about to change. I made first c++ actual program, that was making xp curve for you. It took me just bearly 2 days and was series of cin, cout, one file open, some maths in loop, and done. Maths was very bad. But i pushed it into steam forums, and one guy responded how.bad my math was, so we colabed on making 2 iteration. Took around week. Than half a year passed and we wanted go big. Go gui. I had no freaking idea how making gui looks like. Community liked my cli tool, we had quite a lot of downloads, why not go GUI. And thats when I discovered QT framework. And we had few features in mind... It took us half a year to make it. From 60 lines of code i jumped into 1k lines of code. We pushed it and immidietly started working on 4th version with much greater customizability etc.
Than i finished 18 and found a job. Job in php. I got it becouse I made this project.
Now project is abandon. This project also gave me a lesson that donations will not feed you.
Edit: and before you think about my father that he was nice person to show me code, trust me, i dont know bigger dick than him. -
I really really want to change jobs and pursue being a game dev.
I am so tired of our company kissing our clients' asses, out of fear they might leave, making the developer work an extra mile without the appropriate salary for the extra work, which now I realize why we have alot of sh*ty projects.
I think there is a clear line between customer service and being suckups.
:(4 -
Wrote this on another thread but wanted to do a full post on it.
What is a game?
I like to distinguish between 1. entertainment, 2. games, 3. fun.
both ideally are 'fun' (conveying a sense of immersion, flow, or pleasure).
a game is distinct (usually) from entertainment by the presence of interaction, but certain minimalists games have so little decision making, practice, or interaction-learning that in practice they're closer to entertainment.
theres also the issue of "interesting" interaction vs uninteresting ones. While in broad terms, it really comes down to the individual, in aggregate we can (usefully) say some things, by the utility, are either games or not. For example if having interaction were sufficient to make something a game, then light switches could become a game.
now supposed you added multiple switches and you had to hit a sequence to open a door. Now thats a sort of "game". So we see games are toys with goals.
Now what is a toy?
There are two varieties of toy: impromptu toys and intentional toys.
An impromptu toy is anything NOT intended primarily, by design, to induce pleasure or entertainment when interacted with. We'll call these "devices" or "toys" with a lowercase t.
"Toys", made with the intent of entertainment (primarily or secondarily) we'll label with an uppercase T.
Now whether something is used with the intent behind its own design (witness people using dildos, sex toys, as slapstick and gag items lol), or whether the designer achieves their intent with the toy or item is another matter entirely.
But what about more atmospheric games? What about idle games? Or clickers?
Take clickers. In the degenerate case of a single button and a number that increases, whats the difference between a clicker and a calculator? One is a device (calculator) turned into an impromptu toy and then a game by the user's intent and goal (larger number). The second, is a game proper, by the designers intent. In the degenerate case of a badly designed game it devolves into a really shitty calculator.
Likewise in the case of atmospheric games, in the degenerate case, they become mere cinematic entertainment with a glorified pause/play button.
Now while we could get into the definition of *play*, I'll only briefly get into it because there are a number of broad definitions. "Play" is loosely: freely structured (or structured) interaction with some sort of pleasure as either the primary or secondary object, with or without a goal, thats it. And by this definition you can play with a toy, you can play a game, you can play with a lightswitch, hell you can play with yourself.
This of course leaves out goals, the idea of "interesting decisions" or decision making, and a variety of other important elements.
But what makes a good game?
A lot of elements go into making a good game, and it's not a stretch to say that a good game is a totality of factors. At the core of all "good" games is a focus on mechanics, aesthetics, story, and technology. So we can already see that what makes a good game is less of an either-or-categorization and more like a rating or scale across categories of design elements.
Broadly, while aesthetics and atmosphere might be more important in games like Journey (2012) by Thatonegamecompany, for players of games like Rimworld the mechanics and interactions are going to be more important.
In fact going a little deeper, mechanics are usually (but not always) equivalent to interactions. And we see this dichtonomy arise when looking at games like Journey vs say, Dwarf Fortress. But, as an aside, is it possible to have atmospheric games that are also highly interactive or have a strong focus on mechanics? This is often what "realistic" (as opposed to *immersive*) games try to accomplish in design. Done poorly they instead lead to player frusteration, which depending on player type may or may not be pleasureable (witness 'hardcore' games whos difficulty and focus on do-overs is the fun the game is designed for, like roguelikes, and we'll get to that in a moment), but without the proper player base, leads to breaking player flow and immersion. One example of a badly designed game in the roguelike genre would be Early Access Stoneshard, where difficulty was more related to luck and chance than player skill or planning. A large part of this was because of a poorly designed stealth system, where picking off a single enemy alerted *all enemies* nearbye, who would then *stay* alerted until you changed maps, negating tactics that roguelike players enjoy and are used to resorting to. This is an important case worth examining because it shows how minor designer choices in mechanical design can radically alter the final quality of the game. Some games instead chose the cheaper route of managing player *perceptions* with a pregame note: Darkest Dungeons and Amnesia TDD are just two I can think of.11 -
Best dev experience was coding one of my favorite board games. I started it early on in 2016, and while it isn't completely do finished (AI needs work and tweaks to the UI), it is functional for hot seat play.
I started doing it because I wanted to make a game and learn some things I didn't know, specifically I was interested in making AIs with different strategies. While I set out to learn this, I've learned so much more along the way.
I'm still really happy when I get to work on it, and having something to show people (that they can actually play!) is a great feeling. -
If you’re a developer who seek professional growth, there is no better way than learning other languages, even if nobody really uses them.
Pick a language and spend a weekend reading tutorials and most importantly writing code in it, something like game of life, sudoku solver or todo-list app.
The more alien the language feels the better. Try Clojure, OCaml, Smalltalk, Prolog, Erlang, and also weird esoteric languages like Piet.
Writing code that operates on alien concepts you see there is the quickest way of learning that concepts and reusing them in whatever language you’re making money with. Your professional growth will be immense.23 -
Hey guys!
So a few days ago I started the #100DaysOfCode Challenge but at the end of the first day I got annoyed by realizing how frustrating the character limit on Twitter can be.
So I started a blog where I could say whatever I want withiut any limits.
Then, yesterday, I got two projects to make as a final project for my game development lab. So I decide while making it to also write a tutorial on it!
I'm currently on the second part and I would really really reaaaaally LOVE some feedback since it's the first time I write a blog and tutorials 😅 And well, I believe the style is kinda different from the usual blog, so I would love to know what you think about it.
Also any ideas and suggestions will be extremely appreciated!
You can find the blog at https://blog.kamaropoulos.tk
You can also find some more backstory on my Twitter profile @KamaropoulosK
Thank you everyone in advance SO much!
You are all great people and I'm glad to be part of this amazing community!
Have a great day/evening/night everyone!3 -
Around the time Apple was denouncing it, I joined a chatroom for Adobe flash game developers. I really loved the idea of making games too, so I tried to learn ActionScript3. That failed, because it was my first language and since I was broke, I couldn't afford flash pro, so I was using an open source ide with okay documentation, but no newbie coder tutorials. I didn't actually start learning to code till Codecademy came out, I learned js, then I learned visual basic and Java for online courses the local community college had available, and now I'm taking C, C++, Java, and Python in college while I use C# at work and JS during my free time. Sadly, in a jack of all trades, master of none :/1
-
My do-over would be going to a different coding bootcamp. I wonder if I could be making more money if I went to a better school.
The one I did go to was a big scam. They were more obsessed with teaching you to pretend rather than teaching how to code. They pulled the wool over everyone’s eyes—the students, the volunteers, the donors, the community. They were very cult-like with mantras like “trust the process.”
I spent 9 months there, but I felt I was a year behind. I am not misspeaking. I would have to relearn basic concepts the right way because they taught them half assed or not at all. I didn’t realize I was behind until I went to interviews and bombed. Seriously, I learned more in a 40 hour free library coding class than I learned in 9 months at the school. Most of the interviews I was getting were for unpaid internships. The school was telling me to go for mid level roles.
I found out recently that they’re breaking the law by operating without a license. In my state code schools do need a license. There are screenshots going around of a letter from the education department. They’re defense is “they’re not a school.” They’re still open. I think ppl should be warned away, but there’s only so much I can do. And I know ppl will give this place the benefit of the doubt before taking any student accusations seriously.
The biggest red flag is they want students to pay up to 70k and bind them to payments for 8 years. I say it’s a red flag because this place is operating as a nonprofit. Shouldn’t a nonprofit not be charging 3-4x more than competitors? They’re definitely not going to give you 70k worth of services.
They really just exploit the poor and POC by signing them up for debt and knowing those ppl would not be able to pay even with a 100k job. They have a very poor understanding about how poverty works.
It had MLM/pyramid scheme vibes when they started making recruiting students a game. They give out tickets to their annual fundraiser or promote you on social media if you refer the most students to them.
I’m one of the lucky ones who was studying coding before I started at the school. Also, job searching is mostly luck, so I was lucky at that too. But I still had to take a job that paid below market. I still wonder what would happen if I went someplace else.
I don’t even put this place on my resume or LinkedIn. Even without these problems, it’s not like anyone would have heard of the place anyway.
No this place isn’t Lambda or Holberton school.5 -
Headsup: if you're making a game, or want to, a good starting point is to ask a single question.
How do I want this game to feel?
A lot of people who make games get into it because they play and they say I wish this or that feature were different. Or they imagine new mechanics, or new story, or new aesthetics. These are all interesting approaches to explore.
If you're familiar with a lot of games, and why and how their designs work, starting with game
feel is great. It gives you a palette of ideas to riff on, without knowing exactly why it works, using your gut as you go. In fact a lot of designers who made great games used this approach, creating the basic form, and basically flew-blind, using the testing process to 'find the fun'.
But what if, instead of focusing on what emotions a game or mechanic evokes, we ask:
How does this system or mechanic alter the
*players behaviors*? What behaviors
*invoke* a given emotion?
And from there you can start to see the thread that connects emotion, and behavior.
In *Alien: Isolation*, the alien 'hunts' for the player, and is invulnerable. Besides its menacing look, and the dense atmosphere, its invincibility
has a powerful effect on the player. The player is prone to fear and running.
By looking at behavior first, w/ just this one game, and listing the emotions and behaviors
in pairs "Fear: Running", for example, you can start to work backwards to the systems and *conditions* that created that emotion.
In fact, by breaking designs down in this manner, it becomes easy to find parallels, and create
these emotions in games that are typically outside the given genre.
For example, if you wanted to make a game about vietnam (hold the overuse of 'fortunate son') how might we approach this?
One description might be: Play as a soldier or an insurgent during the harsh jungle warfare of vietnam. Set ambushes, scout through dense and snake infested underbrush. Identify enemy armaments to outfit your raids, and take the fight to them.
Mechanics might include
1. crawl through underbrush paths, with events to stab poisonous snacks, brush away spiders or centipedes, like the spiders in metro, hold your breathe as armed enemy units march by, etc.
2. learn to use enfilade and time your attacks.
3. run and gun chases. An ambush happens catching you off guard, you are immediately tossed behind cover, and an NPC says "we can stay and fight but we're out numbered, we should run." and the system plots out how the NPCs hem you in to direct you toward a series of
retreats and nearest cover (because its not supposed to be a battle, but a chase, so we want the player to run). Maybe it uses these NPC ambushes to occasionally push the player to interesting map objectives/locations, who knows.
4. The scouting system from State of Decay. you get a certain amount of time before you risk being 'spotted', and have to climb to the top of say, a building, or a tower, and prioritize which objects in the enemy camp to identity: trucks, anti-air, heavy guns, rockets, troop formations, carriers, comms stations, etc. And that determines what is available to 'call in' as support on the mission.
And all of this, b/c you're focusing on the player behaviors that you want, leads to the *emotions* or feelings you want the player to experience.
Point is, when you focus on the activities you want the player to *do* its a more reliable way of determining what the player will *feel*, the 'role' they'll take on, which is exactly what any good designer should want.
If we return back to Alien: Isolation, even though its a survival horror game, can we find parallels outside that genre? Well The Last of Us for one.
How so? Well TLOU is a survival third-person shooter, not a horror game, and it shows. Theres
not the omnipresent feeling of being overpowered. The player does use stealth, but mostly it's because it serves the player's main role: a hardened survivor whos a capable killer, struggling through a crapsack world. The similarity though comes in with the boss battles against the infected.
The enemy in these fights is almost unstoppable, they're a tank, and the devs have the player running from them just to survive. Many players cant help but feel a little panic as they run for their lives, especially with the superbly designed custom death scenes for joel. The point is, mechanics are more of a means to an end, and if games are paintings, and mechanics are the brushes, player behavior is the individual strokes and player emotion is the color. And by examining TLOU in this way, it becomes obvious that while its a third person survival shooter, the boss fights are *overtones* of Alien: Isolation.
And we can draw that comparison because like bach, who was deaf, and focused on the keys and not the sound, we're focused on player behavior and not strictly emotions.1 -
My dream project is a heavily story-driven game, with plenty of decision-making for the player and a lot of possible endings. With no money or time limits, I would make it with live action scenes. Just a great movie in which you have the final cut.
-
Decided to change how my game engine asset loading and sorting systems work, giving up on making everything editable JSON files just so it's easier to manage and actually build things.
Currently trying to work out a way to load all of the packages sprites into 1 singular asset bundle and here is the evolution so far...
Revision 1: Compiles a single 328KB PNG into a 24MB file in 190 seconds.
Revision 2: Compiles same image into a 24MB file in 5 seconds.
Revision 3: Compiles into a 16MB image in 4 seconds.
It's not much but it's a start :-D
(Still haven't built a loading system so who knows if it works yet ¯\_(ツ)_/¯)3 -
First post here...Here's a funny thing that happened to me yesterday. I'm with my friend, we're both taking a break from school, and he comes up to me and mentions how he wants to make 3d games. Conversation goes a bit like this:
Friend: "Hey, I found this 3d model website. I'm thinking of using it for my 3d game."
He was already making a 2d game at this point, so I assumed he just gave up on it.
Me: "Well...do you have Unity?"
Friend: "Yes."
Me: "Well if you're going to make a game on there [stuff about c#]"
Friend insists he can easily make this. I tell him it would take years on end to learn C# and make a good game with it. And then he says something I never wanted to hear.
Friend: "Actually, no. You ever heard of Dani? D-A-N-I? He made a game in 2 weeks. He's actually making a new game and you should wishlist it on steam blah blah yatta yatta."
This guy believed someone else who was previously a game developer (if i recall) learned an entire programming language and engine in two weeks. He could've, but to me that seems seriously outrageous to someone who doesn't even know a smidge of programming.
He then advertised his YouTube channel and his games and brought down my arguments like "he probably had previous knowledge" completely. This guy doesn't even know where to start with C#. Really, all I could do after that was mention three.js (oh wow another JavaScript library, exciting), show him a game Google made with said library, and then said good luck...
Worst thing is, he uses Scratch to make games. And he genuinely thinks that is a real programming language.
That's it for my first post, thank you very much for reading :)6 -
Anyone who can recommend some good programming streamers? Currently I'm mostly watching Tsoding and Zorchenhimer and I'm curious if anyone has any recommendations
Also both tsoding and Zorchenhimer are really lovely to watch. Tsoding does a lot of different mainly lowlevel things (like making a game in C or adding gamepad support to GRUB) and Zorchenhimer developes games for the NES and they can both be found on Twitch3 -
My (younger) brother used to be way better than me at programming. He was making all this cool stuff (mainly Arduino).
I learned to program to make cool stuff like him basically. I learned Python to start since someone told me it would be easier to start with (it was).
I made a bunch of small programs (shitty things to help with homework, text based game, etc).
Eventually took programming classes in university.
Now I do C++ for a living. -
Indie game devs: I have a couple of questions for you guys, sorry for my naivity and the subjectivity of some of the questions.
Is it as fun as it sounds?
Do you work as a team?
What tech/language do you use?
What platform/os do you produce games for?
Is your primary income from making games?
Im asking because I would like to get into it, but want to get a realistic view of what it's like.
Thanks guys. Please also take this chance to post your work.4 -
Tried making a game with a team.
The voice actors, landscapers, concept artist, 3d modellers all treated me (the only coder) as the one with the easiest job in the team.
After spending 40+ hours working on the code I got sick of the way they treated me. I deleted all my comments from the code and quit via email.
Some people think they can easily code if they were willing to put the time in. When they actually have to do it they give up, because it gets super complicated and difficult.3 -
Quick question, is it bad to quit from a job when the project is not finished yet, especially in a startup company?
My reasoning for quitting, boss doesn’t really understand how game development usually works and mostly assuming every project will be same.
Following is my rant of background story for my question.
The incident triggered me wanting to leave is as below.
G = another guy from incubating center
B = boss
G: hey B, do u know this game studio is releasing this title soon. It’s a local company. Sounds cool.
Then they went to check the company profile. Found that the company has abt 40 staffs in total.
B: hey lunadev, do u know them? They have 40 people to make 2 titles. I think we’re the smallest company in the world that developing mobile games. Ha ha ha.
Me: oh, may be their project scope is complex. But I don’t think ours is the smallest company in the world making game. (We have 5 in total including him) there are others with only 2 ppl making games. (My sarcastic side took over me and said) I think we’re the only company in the world that has such small manpower with shortest deadline.
B: then how long do u think our timeline should be?
Me: abt 2 yrs? (Me considering all the artworks, features, testing time that we have to do)
B: urmmm I don’t think it’s that long. May be abt 6 months or a year at most?
G: ya, abt 6 months. Mobile games are not like desktop games or others so should be abt 6 months. Shouldn’t take that long.
Me: ... :)
Then I packed up my stuffs and left for the day. As for side note, boss designed the game himself and it took him 5 years to add complex features. And sometimes he will still come up to us and ask us to add that feature just cuz he was just inspired by another game he just played. Now can they tell us, this game can finish in 6 months? On what ground?
And another thing that he does gets on my nerve is that he plays game during office hours while the rest of us rushing for his project and campaign.
So, if I quit now, they’d still be in the middle of development. Oh and I’m the main programmer developing the game. So, erm.. Is it wrong?7 -
!rant
I was propably 15 years old the first time i saw my friend coding html and and other related stuff i cannot remember! It intriqued me and i really wanted to learn it (i wanted to learn to hack.. xD..) but at the given time i wasn't happy in life and i was pretty much addicted to WoW..
So.. forward 12 years, where i had gone to the military, thought about becoming a physiotherapist, psychiatrist, korean translator and game designer.. oh and countless attempts from another friend to get me interested in c#.. i decided to start studying computers (software/hardware) at DTU (danish university).
That was rougly 8-9 months ago and i am now pretty decent in C, HTML, C++, Java, MySQL and koncepts about networks and OOP designs :).
I am super grateful to all the trial and errors throughout my life that have brought me to this place :)
Still 27, still has alot to learn, but i am really happy where i am right now. Even so, that i am spending my free time making my own projects :)
I also get super happy whenever i fix a bug of mine :p.
I truly believe that you will skyrocket to succes if you do what you love.
For me, i just discovered that part of myself a little late :)
Not sure what i hope to achieve with this post, but i hope it can give an insight into what people go through and yeah.. go for what you want!
Have a great time everyone!
And first !rant on this app!
I love all your rants! vs !rants4 -
Made a game, it was like tetris but you had to connect at least 3 blocks of the same colour.
I worked on it for like a month, about 50h overall, and it was downloaded by 10-11 people all over the world and then removed after like an year or so for no real reason.
I then stopped making games.
I was too depressed by the whole thing3 -
I need help!
This is gonna be a long question/story.
I'm a Syrian based in Malaysia working as a lead web dev in a good company.
I have a friend in trouble and I want to help him.
Here's a summary:
My friend is a project manager at a gaming studio he happens to be an Iranian atheist with around 2 years of experience in the game making industry.
He worked on and delivered a couple AAA games at his current place of employment as a project manager in one of the teams that made those games.
He stood up for his team when the management was overworking team till after midnight sometimes and forcing them to work on weekends without any tangible compensations ( basically they gave them things like free lunches, movie tickets, etc).
The result of his standing up to his team was the management handing him a notice telling him that he'll be fired within 2 months due to "underperforming".
This was a month and a half ago.
He looked around in Malaysia for a job that can get him a working visa, but his niche background couldn't help.
After his termination in few weeks he can extend his stay at Malaysia for approximately 2 - 3 months.
Now the reason why I mentioned that he's an "Iranian atheist" is the fun part of this story (sarcasm), Iranian government considers him as an "infidel" and he's banned from Iran.
His Iranian passport can't get him anywhere where he can make a living.
So basically he has close to no options.
Now to where I come into all of this:
I want to help him.
I'm going to dedicate my free time for the next 2 - 3 months teaching him web development, the problem is, I don't know how to teach web development in such a short time, in fact I've never taught anyone programming from scratch.
If he can show promising results I know that I can make a case for him get him a position in the company I work for.
I already convinced him today to try and learn web development because I can tell that in Malaysia there's always demand on good web developers.
Now to my request:
how can I best teach web development to someone with no programming background ? I'm thinking about teaching him front end development, so: HTML, CSS/SASS and JavaScript. maybe react js as well if possible ( high demand is usually on React/ Angular front end developers)
Did anyone here teach programming to someone else before?
Did anyone here learn web development in such a short time?
If you've read all this... Thank you :)17 -
I kind of don’t like OOP. There I said it.
Don’t get me wrong there are times I like using it. I don’t mind some of the features but I can rarely find times I want to use them.
It can be useful depending on the project but I mostly don’t use it and when I’m using Python I always feel like I have to? I know Python offers multiple types paradigms of programming to use but everyone’s making a big deal about OOP and I can rarely ever find uses for it. What I said for Python also goes for C++ I feel like I’m forced to do it. And I especially hate it in C++ fuck that.
I’d just like to use Python, and C++ without using it or if I do not have to use all the fancy features. And kinda wish Java and C# didn’t force OOP on you but I just don’t use all the fancy features in those languages (I don’t even use java but I’m mostly talking about C# for that one).
It’s not that I don’t know how to use it it’s that I can never find a use for any of the features or just don’t want to actually do it. Personally I only really see it shining in Game development, GUI development, and MAYBE network programming??
By all means I’m not trying to flame on OOP, I just wanted to throw my OOPinion (HA) on the matter. in fact you can tell me why you like it or dislike it. I’d like to discuss the topic with anyone.9 -
Okay, this is quite hard to explain properly, but I'm actually scared of my personal future.
In about a year, I finish school and I don't have a straight plan of what to do next. I want to work independently, preferably as a game dev, but I imagine that to be a hard task. I have thought of doing a bachelor's degree in game development, but the university I prefer to go to costs 20k€, which is a huge sum and I don't even know whether it would be actually worth it. The university states that 20% of all their graduated students work independently afterwards and they even offer you a flexible "loan" (not sure if it's the right term) you can pay off while you start working, but I fear I won't be able to pay it back, I cannot imagine making this much money any time soon after I start working independently as game dev. Additionally I fear I won't be able to keep my motivation up, since I struggle doing so already, on the other hand my lack of motivation could be caused by this toxic environment I live in.
I've also considered doing freelancing, but when I'm scrolling through the requests made, I never find something I am experienced in, I don't know what request is best to get started with freelancing.
I just don't know what to do in the future and I'm scared and considering to go to this university is probably pretty stupid already and I consider it as me ranting myself, because of my nonexisting self-esteem. So I don't know what to expect from this post, I just needed to share.1 -
Currently working on a pinball game in Godot.
https://github.com/Demolishun/...
Just added the Qodot plugin. This allows Quake style maps to be imported and used in game engine. This should make making different pinball layouts much easier. Most of the physics are working "good enough". I really like programming scripts in Godot. They are short and to the point with GDScript.
I am not in lockdown and I am still going to work. Most of my social events have cancelled themselves. So in that sense parts of my life are in lockdown. -
Week 1 Day 5 - Week 2 Day 5
"It does not matter how slowly you go as long as you do not stop" - Confucius
He had a lot of great quotes but I think that's one every dev who's ever worked on a personal project can get behind. It's been about a week since my last rant so I've got a lot to cover, I got a little busy so my progress has been lacking but I have two days off coming up and I plan on making all my meals ahead of time and turning my phone off to limit distractions.
So far I've worked my way through the first lesion on layouts and getting/editing views by the id. This seems pretty basic once you get comfortable with the topic. I'd like to think this will become second nature once I start to get into the guts of the course. The second lesson started working with internet connectivity and I've just started working through it. A lot doesn't make sense but at the start of the lesson one nothing made sense so I assume it'll all wrap up nicely.
I wanted to publish this two days ago (January 23) but I closed my laptop and forgot all about the rant so now it's two days later and I've made some progress, things are getting easier to understand and I'm liking it. I've also decided to start making something I've always wanted to while I work on android development. I'm going to start making an RPG I've been working on since my sophomore year of high school. I haven't written any code for my game yet but I've got the world development and story air tight. So as an ending statement, I'd like to ask anyone on devRant with game making experience how I should go about structuring my project, and some of the things that aren't going to be easy to find with google searches. I plan on, to the dismay of many other game dev's I've talked to, write it in Java because it's familiar to me and I would probably make a worse game in C++ even though that is the go to language. I'd also like to thank some of you repeat readers for silently encouraging me to keep going just by ++ing my rants every time, JoshBent and Dfox. It's been really nice seeing names pop up every single time.1 -
First off i'll try and describe my game in as little words as possible, think your typical survival game but crossed-over with a town management/village management game and in VR.
So this is a little old since i posted it on twitter a couple weeks back but I made some progress on a game i'm working on.
https://twitter.com/Arcticfoenix/...
Sorry that it's a link to twitter for those that do not like twitter, i can give you a run-down of what it shows and ill figure out a way of linking the videos somehow.
I decided that I should show some progress on the game I started working on before I joined the company that I'm with now, my only issue is the amount of free time I don't have to work on it.
First video shows resource gathering, we (as in me and my brother) wanted to go with more realistic tree chopping something you would see in the forest or stranded deep, you chop a tree at the base and it will fall down, where you then can chop it into logs and planks.
The next video shows the blueprint system which is how you will craft your items like the forge, crafting table, etc. By picking the blueprint from within your book (which doubles for your UI/Menu/way to exit the game) and placing it on the ground. You then take a hammer and hit it in place to confirm the placement - I definitely want to be able to have the object be rotatable and such which i'll do in the future.
Last one shows tool dismantling system, where you can take tools/weapon apart when put on a crafting table, the idea behind this is so you can change up parts of your tool/weapon brcause individual bita will degrade and visually show wear, axe head will show chips that will get bigger and eventually break, which will leave you with just a handle. You can also jusy generally improve one piece of your weapon/tool.
Last thing that I left out as an actual video was that the map generation is all procedurally generated, all thanks to Sebastian Lague's tutorial, I managed to finish it and will definitely be exploring ways to create awesome maps to play on.
Everything is mostly from when I worked on this game in december with a few things that I did recently when I get the chance I will do lots of overhauling and work to making a demo version of the game! -
Hey so this just came up and i have no idea how could i ddg this so ill just ask here.
I know you can use namespace{} in typescript but is there something similar in js (es6)? We are making a game and the variable names are getting scarce so it would be nice if we could like menu.offset or something. I know static variables in classes are a thing but im asking about namespace-y stuff here.3 -
I don't think anyone said it yet so I'll have to choose osu!. It's a rhythm game and now it is being remade as open source. It also uses a open source game engine dedicated to rythm games. The osu staff is great and the main dev (peppy) streams on twitch while making the game sometimes.
It's a great project and I hope I can contribute some day.6 -
Anybody entering ludum dare on the 29th? I wanna try my luck at making a game, never succeeded before :')3
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Making cheat codes with cheat engine -> making games with game maker -> learning Python freshman year of high school -> ap computer science -> 75% of a computer engineering degree and 2 internships, soon to be 3!
I'm almost a programmer! -
Making a simple 2d game in unity for a friend:
Never used unity or C#, but this looks easy. Gravity is already there, background is drag and drop, etc. That shit is fucking easy.
I think the hardest thing is going to be the textures, and inkscape got my back on that!
Anyway, I really need to sleep but I’m just reading the tutorial!
LET ME SLEEP FUCKING DEV BRAIN!2 -
One evening I put on my Quest2 and have some fun with the Climb2. I fell off the cliff a few times. Next morning my 5yo wakes up with shitty mood and tells me he had a dream how he was on a hill and fell off. It wasva bad dream.
A few days later I was watching The Troll on Netflix. I like this king of genre so I was enjoying it. Next morning my kiddo wakes up all excited with 'daddy daddy, I've had a dream of a mountain!'. 'Did you fall off this one too' - I rush to ask. He says: 'no, but the mountain stood up and it was like a man!'
he's been asleep both times. I was with my headphones during the movie and on 1bar of volume during the climb. He's never seen neither the game nor the movie [or any troll, for that matter]. And I'm not making this up.
How... How the hell did he do that. Do we after all float in some wibbly-wobbly ether we can communicate through?4 -
Was looking to do a game collaboration as I can't build most of the ideas I have on my own and as always get stuck with people not being as knowledgeable and not making anything of people who are knowledgeable but look at other devs like scum, and then artists are never just willing to jump on board to make a game with 1 programmer... UGH!
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I bought a $1 Steam game called Square Brawl some 5 years ago. It's a minimalistic arena battle with forgiving physics, diverse and satisfying weapons and a geometric design based on squares.
It's among my favourite couch multiplayer games, but the programming is shit. The resolution is weird, the launcher is some default config screen that came with the game engine, with a controller it's tricky to avoid picking a second color by accident which spawns a ghost player that is jointly controlled by the AI and the player. Sometimes the game spawns 10 copies of everyone, all of which you control at the same time. Getting stuck inside walls is commonplace.
On an unrelated note, I'm making a minimalistic arena battle with forgiving physics, diverse and satisfying weapons and a geometric design based on squares. It's gonna be FOSS and web-based. I haven't settled on a name yet but I think Tetragon Tussle might be good.6 -
In this game I'm making for class my player was moving opposite of the control pressed... So I multiplied the movement values by negative 12
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Hey just brainstorming a business/ startup idea I may try out sometime down the line. I wanted to put it in writing available to my peers for review. If that sounds boring, sorry.
So I've had an idea and I know it's a million dollar idea because it's absolutely boring as fuck.
Recently I have been learning about NoSQL and it has gotten me pretty excited about unstructured data.
Now the first thing you should know about me is I like to make business software. I don't like games or social networks or blah blah blah, I like business stuff. One dream I have always had is to make THE business solution. I've noticed so many specific business solutions for very specific areas of work. Specific software for car washes, which is separate from the software for car maintenance, which is separate from the point-of-sales software, which is separate from the [...]
One of the problems with this is the inconsistency. Modular is good, but only if the modules are compatible. They aren't. Training needs to be provided for each individual system since they are all vastly different. And worst of all, since all of these different applications reach their own niche market, they charge out the butt for things that are usually very simple "POST a form over http(s)" machines.
I mean let's not get too dreamy here. My solution is an over-complicated form-builder. But it would be a game-changer for small and medium-sized businesses. Allowing users to build their own front-end and back-end disguised as a drag-and-drop form builder would be THE alternative, because they could bring all of their solutions into a single solution (one bill!) and since THEY are the ones that build what they need, they can have custom business software for the price of a spreadsheet program.
The price difference we could offer would be IMMENSE. Not only would we be able to offer "cookie-cutter" pricing as opposed to "custom" pricing, but since this generic solution could be used for essentially all of their systems, we aren't just decreasing one bill. We're decreasing one bill, and eliminating the rest entirely. We could devastate competition.
"BUT ALGO", you scream in despair, "USERS AREN'T SMART ENOUGH TO DRAG AND DROP FORM PARTS TO MAKE A FORM"
I mean ya true. But you say that like it's a bad thing. For one, we can just offer a huge library of templates. And for another, which is part of the business plan, we can charge people support dollars to help them drag and drop their stupid fucking forms!! Think of the MONEEYYYY YOU COULD MAKEE BY EXPLAINING HOW TO COLLECT FIRST AND LAST NAMEEE. Fuck.
The controls library would be extensible of course. You would be able to download different, more specialized controls if you need them. But the goal would be to satsify those needs with the standard collection of controls (Including interesting ones line barcode scanner and signature input and all that). But if all else fails, maybe someone made an open source control for you to implement and ignore that stupid donation button. We all do.
This could PURGE the world of overpriced and junky specialized business software, and best of all, it's aimed at smaller businesses. With smaller businesses making more profit, they will stay afloat better and may start to compete with their larger foes. Greater for the entire economy.
Anyways, I'm sure it's full of holes. Everything always is. But I still think it's something I'll try before I die.24 -
Idk why but this morning I was thinking about this high school elective class where we learned Adobe flash. But specifically 2 instances where I ignored the teacher and did my own thing
1. We were using Sprite sheets and he had us use photoshop to cut out the Sprite to a different layer and manually save each Sprite one by one to disk to use in flash. Some sheets had 50 fucking sprites
So I found a script for Adobe (action script I think they called their Javascript derivative) that exported every layer for me without all the manual clicking. There is probably an even better way. But this worked for how lazy I was back then
2. Our final projects we could do anything but he suggested not doing anything too complicated cause of time constraints and he barely taught is the scrptinh language for Adobe flash so making flash games was almost out of the question.
Me being stupid really wanted to make a working pong game. So I spent too long watching a German (i dont know German) tutorial video I found, and troubleshooting outdated code from that video. And improving things where I could with my limited knowledge made worse cause I wasn't interested in programming and didn't start learning python until the following year
Yeah don't know why I was thinking about those. But I feel it's a good perspective on how far I've come. From hacking together a pong clone with no skills, to being hired to automate and optimize processes and legacy projects -
This is kind of a loaded question because it's so broad. So I'll just throw my thoughts down on the idea anyways.
Honestly with all the way that game dev has come it's so sad to see just the increase of people that are so ungrateful and dont appreciate what went into making it. Complaining about small not a big deal bugs that occur, blaming the devs for stuff that's completely not up to them but the "idea man", etc. Although good things are coming out of it. Like children wanting to get into it more which is awesome and indie developers basically holding up the industry while majority of the AAA companies get their shit together. So I see all of that increasing. Also I'm expecting to see the Rust language start to be used in AAA titles replacing C++
Web dev I believe will just get more JavaScript improvement with new libraries, frameworks. I really hope the companies that had PHP5 legacy code get back on their feet quickly. But I hope we can become more accepting of JavaScript doing more than just webdev like Electron, WebGL, etc. Because I think it's great that it can do all that stuff. Is there better options hell yeah but let's let people do crazy shit.
Software dev well I see python making a bigger uprising and I'm hoping people become more accepting of python as well.
These are all just random thoughts so please take that into consideration -
God, playing SoulSilver has made me remember an era (or two, but I wasn't alive for one and the other was my childhood) where games were actually fucking *GOOD.* Some games can be absolute home runs now on rare occasion, but if I name consoles from these periods, you can INSTANTLY tell me at least one game that is pretty universally regarded as a best-ever.
Examples and predicted responses:
-Gamecube: Too fucking many to even count. Instant answers vary immensely, but everyone who's played games on this thing have one.
-Original Xbox: Halo 2 is the one instantly on one's lips, or maybe CE for some. Also JSRF.
-Dreamcast: SA2 or Phantasy Star or JSR or...
-PS1/2: Resident Evil, Spyro, Final Fantasy, Ratchet & Clank...
-PS3: Lara Croft games, Uncharted, Infamous... (this one's right on the border, it seems)
-NES: The fucking birthplace of modernized gaming.
-Genesis: Sonic games, obviously. Some may answer with arcade titles, too.
-SNES: Mario games. Mario Paint, SMW, SMW2, SMAS, a couple like Super Metroid or Kirby's Dreamland or F-Zero may come up too.
-N64: Banjo Kazooie, F-Zero GX, Waveracer, 1080, Zelda games...
-Gameboy (all systems:) Pokemon is the instant answer.
Now, a harder one:
-Wii U? Maybe one of the Mii game things? U-less games? Not many people remember the games for this system.
-Xbox One? Halo 5, pretty much. You probably played everything else on PC.
-PS4? The PS3 lineup, but without any soul? You played pretty much everything here on PC, too.
Is there a point to this rant? Yes. Kind of.
Games used to be great, not just due to better hardware, but due to people putting some goddamn heart and soul into making games, and due to creativity stemming from working on such limited hardware. It seems the more powerful consoles (and PCs!) get, the more gaming becomes a soulless cash grab to drain cash from wallets on subpar products with paywalls every 20 feet you have to clear to get the "full experience." Gaming has become less about letting people have fun and being creative with games and more about the bottom dollar, whether that be through making games as fast and as cheap as possible with as much paid content dumped on top as possible, or the systematic erasure of archival efforts to preserve gaming history. From what I read here on devRant, that seems to be the moral of anything computer-related as well. Computers are made to slow down and fail far faster than normal via OEM bloat and shitty OSes, and are used to constantly empty one's wallets with constant licensing fees and free trials and deliberate consumer ignorance. None of it's about having fun anymore. Fun seems to no longer have a place in computing at all.
If you take anything from any of the madman-esque loosely-structured rambling i'm saying here, make it that "the enemy of creativity is the abscense of limitations... and the presence of greed." Another message i'd like to leave you with is "start having fun when making things whenever possible, as it improves not just the dev process, but user experience, too." You can't always apply this, and sometimes you can never do so, but always keep it in mind.14 -
Well here I go my first rant.
A little bit of background:
So I started working my first job a little over a month ago. found devrant about a week in. I was lucky that at a very young age I found programming and liked it (about 6 or 7). I went to college just to get a degree (bachelors of game development).
The job that was a "Great" opportunity that would be bad to let slip by (not a game dev job sadly). Well during the interview they asked me simple thing like what programming languages I know and some simple stuff like that, they never did ask me to demonstrate my knowledge though. Then they went to the weirder questions.
Do you know SQL? yeah at a very base level.
Do you know Excel? I mean I used is a bit, but not very much.
Etc.
A few of the questions felt a little out of place for the field, But it was the only "programming job" that would hire an experienced junior developer, so I took it. Guess I should have asked more questions.
Now I'm here at a job to help replace someone who is retiring. He wasn't a programmer really, but he wrote some code out of necessity well his platform of choice was VBA in Excel. Oh, and that's not the best part, he also dealt with mistakes that happen in the lab (electronics shit). So when ever there is a fuck up I have to go figure out how to search a poorly designed database (that is constantly changing), and today is the day he leaves, so no more help after today. My biggest fear currently is that I wont be able to fill a request that someone makes and I'll be the reason the company is losing money. And with all the stress/burn out that's building up I haven't been working on personal projects, which being my main source of entertainment might be making me depressed. Even when I do work up the effort to work on my projects I don't get very much entertainment. (If anyone has a suggestion for this that would be helpful.)
TIL: Even if the job is a great opportunity don't stop searching and ask a lot of questions.2 -
Hahahahaah
https://kotaku.com/eve-online-facin...
I always thought a redesign of the economy was in order making several interfaces to allow automation and removing the wow like game controls making it instead a flight combat sim7 -
So I get to work on building a client at work for industrial automation. I am building a mini hmi to show customers how our server works. The code uses opcua. The reason I am making a client is because all the opcua hmis on the market are really expensive. There is nothing less than $600. There are hmis for free out there, but none of them say they support opcua. opcua has become a major protocol in the industrial automation industry.
It took me about 2 days to gin together a client that is pretty much abstracted and will be easy to maintain. A lot of that was just learning the opcua library client code.
Now I want to create servers and clients geared toward home automation for fun and profit. I want to take sensor data from arduinos using a simple serial protocol like modbus or other protocols that are supported. Then have an opcua server that collects this data. Then finally have an opcua hmi that I develop talk to these servers. The security model is much better and would be compatible with other vendors clients/servers. I already have a game engine I want to use for the hmi portion. It has tons of widgets for displaying data, graphs, lists, text, etc. It does both 2d and 3d.
This sounds like a project that could really fun, meshes with my work learning, and provides value to people that want to automate their lives.
The other side effect is that the next time I go looking for a simple and cheap hmi that supports opcua, there will be one. -
Hey I recently started working and had a few questions regarding fulfillment and sideprojects.
Although I am a game programmer now, the game we are making is not at all something I find interesting. I find myself wanting to work on some side Projects at home but its difficult to manage my time (obviously) and I cant really relax.
I do enjoy the work making the game, like, I like making the systems, I enjoy programming it, but I dislike the gameplay and the games thematics, so its a mixed bag.
I only worked there for 2 months and the game takes at least all of next year to be made. I dont want to quit, because its my first job and all and it would be stupid I dont really habe a reason to quit.
I guess I just want to hear how others are handling a situation like this2 -
I'm in a bit of a slump. I need 'content' for a unity game I'm making. In the game you play as a banker and you collect money you can spend on upgrades. There's also a vault in which you can store money and collect interest. I'd like for there to be more to this game so it's not just a clicker game where you collect upgrade, collect, upgrade repetitively. One thing I did think of but would like to try and avoid is a simulated stock market because of the coding difficulty. I'd anyone has any suggestions it'd be much appreciated!2
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Most successful project? - well its hard to define success?
Get paid a wage in my day-job to work on other peoples software that I know are still being used but it doesn't matter since I got paid - success!
Made a web-app for a gaming community that gets about 150 users each day. Well I don't get paid but I do use the app myself and I learned while making it - more successful?
Forked some gaming community web app that did not support the latest game updates. Updated it and hosted on github pages. It gets about 1k users per day. Quite popular but since someone else wrote most of the code I feel it shouldn't count?
Maybe one day I will make something that people use and it also makes money for me somehow.. but I hate advertising and I rarely pay for apps/software so I'm not sure if its possible? -
Been ‘working’ on this game for the last 5 months now. I love making it but I haven’t gotten any where because there are too many bugs. Like, it’s all bugs.
I started the project when I started learning game development and with all the time I’ve put in it I don’t want to kill it.
Anyone else have a project that they are working on, where they don’t even make progress on it, they just fix bugs?2 -
What I spend time on making a game:
20% code
10% art
10% polish
10% brainstorming for ideas
50% testing the game and forgetting im working on it3 -
First time linux user feedback
Linux lovers are probably gonna eat me alive but I don't give a flying fuck
Maybe its a little lenghty or boring, tell me what you think
Backstory:
I work for game extension company. We work with WinAPI and such. I've been using Windows since forever and I'm happy with it. But I thought to myself "hey, if I wanna be a good dev, I should give Linux and OS X a try, too"
I downloaded Linux Mint couple of months ago to start with. I was unable to boot it from live CD no matter what I tried, even in recovery mode. Apparently, Mint 18.3 was based on Ubuntu 16.04 which doesnt support UEFI
Wait, what the fuck, all modern PCs have UEFI so what, do all Mint users have 10 y/o laptops and PCs???
Anyway, when I heard about Mint 19 being released I thought to give it another try and I did. What a surprise, it booted successfully from Live CD. I saw the Linux desktop for the first time in my life, yay! I then installed it, GRUB appeared, my Windows was still there and wasn't broken so I was happy SOMETHING was working. I configured timeshift and applied dvorak layout system-wide. Realised dvorak layout is fucked up big time and applied normal layout for just desktop environment. Everything was really nice until couple reboots later Cinnamon stopped launching (kept returning to login screen). Okay, lets use timeshift
First big what-the-fuck was when I found out system restore can only be done using GUI??? This is absolutely retarded and I couldn't believe it is true. Login screen has a reachable console but I can't login there since I can't type the password. Fuck, fuck, fucking drovak layout was there.
Recovery mode - I've spent 20 minutes trying to type "timeshift --restore" having to press all keyboard buttons just to progress with one button. I've had another what-the-fuck when I saw "error: can't restore timeshift - partition already mounted"
Okay, this is too much. Why the fuck would you bundle a recovery mode if you can't restore a snapshot from there.
I have spent 3 hours now googling and trying to remove this fucking keyboard layout. No dice. I am making another copy of the live CD now. I'm gonna reinstall the whole shit now. I have the desire to create a custom Mint version without this abomination of a keyboard layout.
It's okay. Windows has taught me to be patient.
Fuck Dvorak, I dont know who the guy is but his keyboard layout can eat my dick7 -
Just about to get ready to import all of the hair sprites for my game and calculated it to be 1260 sprite strips to import... Fan-Fucking-Tastic!
To anyone out there thinking about making a 2.5D RPG, don't managing sprites is the worst thing known to man -.-1 -
Lately frontend seems more and more unappealing, I feel like I need a career change.
I think I reached a good point in my skills where I’m able to solve most FE issues without really thinking about it, the only exception is animations, which I’m re-allocating a lot of time on lately as I tend to deliver on time.
I think I’d love to go back to making games, but the industry is shit and the devs are… not the best, from my experience.
Indie game it is (?)2 -
Dear AWS, your Elasticsearch service is a bogus pile of shit-engorged horse fly larvae. Not only do you give no useful visibility into what's happening with the cluster (making diagnosis a sadistic guessing game), you lock down the fucking settings API, making it impossible to debug!! But your excellent support is on it! I wonder if I'll hear back from them this week with another inane suggestion like "increase the node count". Meanwhile the rest of my system is limping along, sometimes getting data where it's supposed to be while I keep fake-smiling and reassuring management and customers that "I'm working on it". If you're going to offer a service either make sure it works or get the fuck out of my way. I'll be moving my cluster back to EC2 and you can go do a back flip off a skyscraper. I need a drink2
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So I am considering side games to add my main games. Mini games I guess they are called. I thought it might be fun to have random chessboards in game you can actually play. I wanted to actually have a decent chess engine behind the game. Off the bat I found a GPL one. I think it is designed to be communicated externally. So what does that mean for using it in my game? If I communicate to an external process is this violating GPL? I have no intention of making my game open source. Well it seems this use case is very nuanced:
https://opensource.stackexchange.com/...
The consensus on a lot of these discussions is the scope of the use of the program. Are you bundling for convenience or bundling for intrinsic utility? This is fascinating because using a compiler on a Windows platform could be a possibly violation. That is a proprietary program calling a GPL one. This is actually handled in the GPL as far as I know. So, if I use a GPL engine as a mini game is that the same as a full blown chess game? What if I support 10 different engines in a full blown chess game?
Now to play devil's advocate even further. Are proprietary phone apps that communicate to GPL software that serve data intrinsically linked? The app will not function without the server or computer os the server runs on. A lot of the web tech is largely GPL or has large amount of GPL programs. Should the web code be under GPL? Should the phone app be under GPL? This sounds ridiculous to some degree. But is that the same as bundling a GPL app and communicating to it from the program via network or command line? The phone app depends upon this software.
Now to protect myself I will find a decent chess engine that is either LGPL or something more permissive. I just don't want the hassle. I might make the chess engine use a parameter in case someone else might want a better engine they want to add though. At that point it is the user adding it. Maybe the fact that it would not be the only game in town is a factor as well.
I am also considering bundling python as a whole to get access to better AI tools (python is pretty small compared to game assets). It seems everything is python when it comes to AI. The licensing there is much better though. I would love to play with NLP for commanding npcs.
I am not discussing linking at all, btw.3 -
After reading mostly sad (and astonishing!) stories, I didn't really want to share my story.. but still, here I am, trying to contribute a wholesome story.
For me, this whole story started very early. I can't tell how old I was but I'm going to guess I was about 5 or 6, when my mom did websites for a small company, which basically consisted of her and.. that's it. She did pretty impressive stuff (for back then) and I was allowed to watch her do stuff sometimes.
Being also allowed to watch her play Sims and other games, my interest in computer science grew more and more and the wish to create "something that draws some windows on the screen and did stuff" became more real every day.
I started to read books about HTML, CSS and JS when I was around 10 or something. And I remember as it was yesterday: After finishing the HTML book I thought "Well that's easy. Why is this something people pay for?" - Then I started reading about CSS. I did not understand a single thing. Nothing made sense for me. I read the pages over and over again and I couldn't really make any sense of it (Mind you, I didn't have a computer back then, I just had a few hours a week on MOM-PC ^^)
But I really wanted to know how all this pretty-looking stuff worked and I tried to read it again around 1 year later. And I kid you not, it was a whole different book. It all made sense now. And I wrote my first markups with stylings and my dream became more and more reality. But there was one thing lacking. Back in the days, when there was no fancy CSS3. It was JavaScript. Long story short: It - again - made no fucken sense to me what the books told me.
Fast forward a few years, I was about 14. JavaScript was my fucken passion, I loved it. When I had no clue about CSS, I'd always ask my mom for tips. (Side story: These days it's the other way around, she asks me for tips. And it makes me unbelievably proud!)
But there was something missing. All this newschool canvas-stuff wasn't done back then and I wanted more. More possibilities, more performance, more everything.
Stuff begun to become wild. My stepdad (we didn't have the best connection) studied engineering back then, so he had to learn C. With him having this immensely thick book for C, I began to read it and got to know the language. I fell in love again. C was/is fucken awesome.
I made myself some calculators for physics and some other basic stuff and I had much fun using and learning it. I even did some game development, when I heard about people making C-coded games for PSP. Oh boy, the nights I spent in IRCs chatting with people about C, PSP-programming and all that good stuff, I'll never forget it - greatest time of my life!
But I got back to JS more and more and today I do it for money and I love it. I'll never forget my roots and my excurse into the C/C++ world and I'm proud to say, that I was able to more or less grow up with coding and the mindset that comes with it.1 -
My area of focus? Breaking things until the work, making questionable life choices, and translating unintelligible client ideas into human readable goals that the rest of the team can understand.
On a more serious note.... Game development, mobile development, and web development (websites and apps). Typing up a bunch of what most would call gibberish and having it turn into a world is just a fantastic feeling. This can be called playing god. It's also great to send those world's to the tiny boxes in our pockets and have them work there too!
... Obviously though the key reason why is money, gotta make it to get by. -
You people might like to make fun of the engineer who put an entire game in VRAM and then played it from there, but I had the idea to preinstall game assets to VRAM years ago, and once GPUs gain persistent RAM, it is a no brainer
Not everything that sounds silly is useless, damn it. Sometimes it is progress in the making.7 -
Finally start and finish my old browser game idea
I've been finishing old ideas of mine and it feels great, thought I don't plan on making money on it as I did at the time -
So I recently purchased Ark and I gotta say I can totally recommend single player/ local multi.
It's not exactly stable. And non-dedicated private servers are pretty limited. But it's fun nonetheless. The animals are neat, the landscape is gorgeous, and the base building is interesting and intuitive.
One of the things I don't exactly love about Minecraft is that your shelter doesn't matter much. Build some walls to keep the mobs out and you're good. But Ark is much more hostile. You need to avoid cold, and rain, and heat, and big Dino's that want to bite you and stomp you. So your shelter actually protects you.
Not only that but materials are so easy to get in Minecraft. You can have a full house by the end of your first day, easily. But Ark makes resource collecting difficult. You need some dino companions to hold your stuff because it becomes too heavy for you alone. And it takes days, maybe even in-game weeks to build a suitable house. And you can spend much, much longer making it more than just a wooden box.
Cool game! Definitely in my top 3 right now.6 -
I think I’m gonna do one day coding challenge this Saturday as a break from a game which I’m making 😁
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Recalling the the time I was discussing a web dev based assignment with a classmate( And I wouldn't even go as far as to call it web dev, it was just making connect 4 using js and node).
Me: so did you get to implementing your game with firebase.
Classmate: no, but hey did you use loops for making the board?
Me: ?? There were like 50 elements ofc what did you do.
( Sigh* to think it's going to this)
Classmate: copy pasted
Yup 50 elements copy and paste. like the person I was talking to wasn't even incompetent I mean he had like a 3.5 gpa, how is there any correlation between this stupid number and how they actually code if you can't even code loops. The dude was a 2nd year student. And this wasn't even the only person I heard this from.
Apparently the TAs had to post about how to use loops in Js before we had our lab exam cause so many people copy pasted instead of loops, to think that would ever have to be the case.
The future is not bright. -
My DEV Story
After reading it, make a favor by ++d
Thought to be a software engineer in future
Learnt Python's basic modules, AI, and some ML
After getting intermediate in python, I started learning Java as my second language but could not do it because of JDK 8. Now don't ask me why.
Then, just stepped into game development with unity and C#, having a basic knowledge of C# with no experience in making a game myself. This is called ignorant.
After getting no success, I started learning PHP and got the chance to make a website having no content ;)
But it cannot meet my requirements
Soon I got content that AdSense regards as no content, no problem
I started learning Flask, a module in python for making web applications.
It took me 1 month to complete my website, which can convert file formats.
The idea for deploying it to the server
Sign Up to DigitalOcean
Domain Name from GoDaddy (I know NameCheap is better but got some offer from it)
Made a VPS for what I have to pay $5/month
Deploy my Flask App using WSGI server
This is the worst dev experience
.
.
.
.
Why in all the tutorial, they only deploy a flask app which displays Hello World only and not anything else
WSGI or UWSGI Server does not give us permission to save any file or make any directory in it
Every time........ERROR
Totally Fucked Up
Finally, it works on localhost with port 80
I know this is not the professional way to host a website but this option was only left.
What can I do
Now, I cannot issue a free SSL certificate through Let's Encrypt because **Error 98 Address Already In Used**
The address was port 80 on which my Flask App was running
Check it out now - www.fileconvertex.com8 -
I've very recently started coding in C# for a game I'm making and I can say the most common mistake I make is missing one of these little shits ";". I always look at my code like "This looks good to me" then after hours of looking through Visual Studio always comes through to tell me how bad I've messed up.2
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My first game jam,
I was first excited about coding but when I started, I was caring about making my code clean, and I lost too much time focusing on this... You should see the end, such a mess ! Spaghetti code, pointers everywhere but hey, it worked 😊 -
Senior year of highschool (5 years ago), my friend and I were bored in Calculus class. The calculators we used were the TI-NSpire CX cas (the most advanced Texas Instruments graphing calculator at that time). After figuring out we could get a Game Boy Advance emulatir on the calculator, we decided we should try making out own game for it. That was when I figured out what I wanted to do with my life and havent looked back yet
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Ugh, making a game engine (It's more like a framework than an engine but idgaf) and it's all based around easy to make content and everything is built using 'mods' hence its name, The Mod Engine but I've been trying to come up with a logo for the engine... Why is it so fucking hard trying to make a logo!
Anyone have any suggestions? :-/1 -
Hey guys and galls,
Lately I've been thinking about making a game or anything no language preference :p
If someone could give me some resources to look at I'd be more than thankful :^)
Aiming for a starter game like 2D platform jumper or metroid like.13 -
Finished making a snake game in PDF. The standard is deprecated and every other function was broken. Even getting Docker to work in Windows didn't feel as good.4
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I thought that making an android game was gonna be easy.
And it was easy.
I created everything from zero: logo, banners, UI, etc.
Yet today was uploading an update for internal test (friends and whatnot) and 2 minutes later I get an email from Google saying that my recent update was rejected due to "violation of impersonation policy".
Like what the heck
Did my research on the type of game I was doing, and nothing matched with what I was doing and yet I got banhammered :(1 -
Hey Game developers,
I'm making a roulette game for a client. He wants that the motion of ball in wheel should look completely random but it should fall into desired number i.e. the outcome of roulette wheel should be predetermined, not random. Any idea how do I do that?8 -
Are any of you guys doing mobile game development? I recently started looking into this and decided I want to learn. What frameworks are good for making online multiplayer 2D and 3D games?
If anyone of you have played hide.io, that is the type of game I'd love to make. I remember a couple of years ago LibGDX was the shit, but now I couldn't find it mentioned in any recent articles.2 -
Hey guys, first time writing here.
Around 8 months ago I joined a local company, developing enterprise web apps. First time for me working in a "real" programming job: I've been making a living from little freelance projects, personal apps and private programming lessons for the past 10 years, while on the side I chased the indie game dev dream, with little success. Then, one day, realized I needed to confront myself with the reality of 'standard' business, where the majority of people work, or risk growing too old to find a stable job.
I was kinda excited at first, looking forward to learning from experienced professionals in a long-standing company that has been around for decades. In the past years I coded almost 100% solo, so I really wanted to learn some solid team practices, refine my automated testing skills, and so on. Also, good pay, flexible hours and team is cool.
Then... I actually went there.
At first, I thought it was me. I thought I couldn't understand the code because I was used reading only mine.
I thought that it was me, not knowing well enough the quirks of web development to understand how things worked.
I though I was too lazy - it was shocking to see how hard those guys worked: I saw one guy once who was basically coding with one hand, answering a mail with another, all while doing some technical assistance on the phone.
Then I started to realize.
All projects are a disorganized mess, not only the legacy ones - actually the "green" products are quite worse.
Dependency injection hell: it seems like half of the code has been written by a DI fanatic and the other half by an assembly nostalgic who doesn't really like this new hippy thing called "functions".
Architecture is so messed up there are methods several THOUSANDS of lines long, and for the love of god most people on the team don't really even know WHAT those methods are for, but they're so intertwined with the rest of the codebase no one ever dares to touch them.
No automated test whatsoever, and because of the aforementioned DI hell, it's freaking hard to configure a testing environment (I've been trying for two days during my days off, with almost no success).
Of course documentation is completely absent, specifications are spread around hundreds of mails and opaquely named files thrown around personal shared folders, remote archives, etc.
So I rolled my sleeves up and started crunching as the rest of the team. I tried to follow the boy-scout rule, when the time and scope allowed. But god, it's hard. I'm tired as fuck, I miss working on my projects, or at least something that's not a complete madness. And it's unbearable to manually validate everything (hundreds of edge cases) by hand.
And the rest of the team acts like it's all normal. They look so at ease in this mess. It's like seeing someone quietly sitting inside a house on fire doing their stuff like nothing special is going on.
Please tell me it's not this way everywhere. I want out of this. I also feel like I'm "spoiled", and I should just do like the others and accept the depressing reality of working with all of this. But inside me I don't want to. I developed a taste for clean, easy maintainable code and I don't want to give it up.3 -
So I have a programming question that has always stopped me from making so much. I wanna make stuff in the terminal like Conways game of life and simple games but I don't know how I would track everything like or how to set up the map/board and how everything moves and just all that.. does that make me a bad programmer? I'm fairly new but still..
And no I dont wanna Google it I'm trying to work on being social even if it's online4 -
Joined a startup, pretty happy with the company over-all so far truthfully. Secured a large project yesterday with higher billables so job security wise things are good. However... The project I've been working on is a mix of a Spring boot webapp and a game. Two separate applications that interact with each other.
Two teams. A home team, and an away team, plus.... 2 "AI's" to play against... Well.... whoever designed this "AI" designed it so they can only ever play as the away team. Why... every function, every method, every bit of logic is coded around what "Half" of the inning it is.... Now I had the bright idea of picking up the hardest task on the ticket list, of making these AI's be able to play as the home team.
WHAT A TASK, and to make things worse. Instead of using some kind of proper inheritance with actual structure, we have TWO COPY AND PASTED AIs where the other has more hard-coded team sided logic that needs to ALSO be adapted.
17 points my ass.
I do love my job though.4 -
I’m learning Haskell and my mind is blown by how elegant functional programming is, it might take a while for me to get accustomed to FP but I can’t wait to get there. Thinking of making the 2048 game in Haskell as a learning exercise3
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Why do I see so many developers in the game community asking if a <insert tool> is usable for making a game? (I see it a bit here too for language and framework suggestions.)
Then I started thinking that these people either don't know what they want to do or they don't research the tools to find out what the capabilities are. Yes a certain percentage don't have a clue and are asking out of complete nativity.
However, as a developer I have always looked into features I think I need and base decisions on that. Often times spending a couple of days to play with the tool. Learn by doing.
Then I got a bit philosophical. Are the people asking these questions because their value system is based upon collectivism rather than merit? They will be in for a rude awakening when they cannot finish a project on time or at all when a feature is not there.
I get it on some level though. Sometimes we gotta know if something is complete shit.3 -
#justAthought
I was recently playing max payne 2 on my pc when this colleague of mine comes up and boasts "You playing max payne now?? I have completed this game so many times, even in the hard mode. Which mode are you playing in" (I was playing easy -.- )
But then it struck me. how cool it would have been, if we had a chance to take a decision at some point of our life , to continue the next phase in easy medium or hard mode. The harder the mode, the bigger the prize, but its not that you are suffering by the consequences of taking easy mode.
Like take college for example. Instead of companies deciding the quality of a candidate based on popularity of their college, they would take based on the mode of education they took for various subjects.
- The education mode system would be something like this: at the end of 6 month an exam will happen as usual
- the easy mode of exam will have just the lighter , more basic syllabus and lenient checking .
- the medium mode will have slightly more research based questions from the a more standard version of the previous syllabus and unbiased checking .
- the hard mode will have deep knowledge requirement professional questions and strict checking.
- students willing to dedicate heavy time to their choice of subject will then have better opportunities at big companies, making a fair ground for all.
- student more focused on non academic/ specific topics could take easy mode for most of the subjects, and focus on the career of their choice. They will still have a backup to apply for jobs requiring knowledge of certain subjects , but for lower wages( since they took the easy mode for those subjects they would be learning the required knowledge in the company, working as proxys/junior devs)
what do you think?3 -
YouTube... for video creation.
Now I know I was a really amateurist video maker trying to make tutorials and videos about his coding creations in Mugen (you know, CNS state controllers and stuff,...), but this is the kind that's hard to get views from if you don't have a reach long enough to appear in search pages. I've had fun tagging my videos with plenties of tags just so they appear someday as a relevant result. EVEN in search pages for videos in the week, they barely appear and are sunk under videos of your Nth Mugen KOF clone with broken chars, Mugen ryona, Mugen hentai,... Speaking of which, did you know someone got to one of my videos from one of these?! How does YouTube's recommendation system work at this point?!
In the meantime (more like recently), I've been more interested in Ikemen, still kinda Mugen, still a DSL for a game engine, but still fascinating and there's material for tutorial making. But if I ever went back on video making, that won't be on YouTube. I'll just stick on Twitter and Discord if I were to share my content. At least, I got people following me there and a base visibility over there to start with. I could consider forums as well, why not, but YouTube is a no-go for me now.3 -
Being pretty much the only one who has some knowledge of how to code and get my way around tech (even if minimal, I'm too lazy for my own good) in my familiar household - and by extension, my family (Family extends FamiliarHousehold - LoL I'm sorry) - (my brother is on his first grade of a programming course in high school, I'm a 2nd grade uni student aiming to become a game dev) sometimes I wish I knew nothing of it.
Don't get me wrong, I do like working on code (if in Java. C is making me wanna tear my eyes out) but sometimes ignorant family members push me through the edge.
I worked on a business thing my family started this summer and one of the "jobs" was managing everything via a website.
Fair enough, I knew nothing of it when I started but I learn fast and just like that I knew my way around it. The problem came when I had to teach the person who started the project how it worked. This doesn't sound all that bad except he is kinda in the stone age regarding informatics.
He got a computer a few years ago and he pretty much only played poker in it, and he still had one of those old nokias you could throw to a wall and get a hole into it. The computer is like 9y and runs like crap.
To make things worse he bought a new phone, a smartphone, and pestered me to teach him. I swear trying to teach him is like repeating the same thing 1000x and pray he keeps it in his head. Spoiler: he doesn't. ( sanity--; )
So to try and easy my suffering I decided to make a manual for the website (which is outdated by now because the team behind the website did a 180 and some things looks different), but it acted as if I'd done nothing. ( sanity--; )
To top this off he keeps on saying I don't wanna help him. ( sanity--; )
This kept going for the whole damn summer, and meanwhile I had to go back to uni and in the first days I still got like 4-5 calls/day, half of those might about the smallest things because he's so panicky.
Like (both examples happened while I was still there but it kinda goes along those lines sometimes):
- (During the period they changed the website the first time since we're there; they were mostly doing changes back and forth and testing because it had a new layout for a day or 2 before going back; also the site was totally functional, except for a thing or 2)
Him: "They're changing the website, why are they doing that?"
Me: "Because it's their website and they can?"
Him: "WHY DIDN'T THEY LET US KNOW"
Me: "They don't have to, they don't work for you." ( sanity--; )
Or (during the same period; the pages have a menu on the left; one of the submenus has a counter that resets every time the session ends; during that maintenance time they must've "disabled" the function because the number kept growing even after the session ended):
Him: "WHY IS THE NUMBER GROWING?"
Me: "They're working on the code, relax, it's nothing."
Him: "But why." ( sanity--; )
The only quesion he pretty much hasn't asked me yet is why "Is the website's colour this one and not that one?".2 -
Best: getting some awesome code buddies, making my first game for my college event
Worst: not able to work and even abandoning a game dev project I wanted to make for 2 years due to college stuff
But I hope i will start working on the game again next year🤞1 -
This *is* a question you silly wrong tagging mother fucker, how dare you doubt me?
Alright, no more disclaimer: I like dungeons and dragons, but it's too fucking much in terms of rules and systems and shit, as in just *making* a character can take a long ass while.
And if that's the highest level of all your ANAL preferences then OK, but I'm not you and things only come OUT of my ass, not inwards, I swear.
Anyhoo, I got fed up with it and wrote my own ruleset and setting as a last fuck you to everyone. It's very simple: if you want to be some kinky magical alien hermaphrodite royal prostitute half sewer dragon princess and three quarters bearded female incest child of demons and fairies then FINE, but you get no bonuses for that shit.
Get it? No complex racial level scaling bullshit, FUCK YOU, race and background is just for vibes, end of story.
You get no attribute or skills or shit to distribute on level one. All you get is a prompt: pick three actions, that's it. You wanna be sexy? Pick "seduce". You wanna set turds on fire? Pick "ignite". Are you an edge lord? Pick "summon". Would you be my wife? Pick "heal", "buff" and "smite".
The game is turn based, and each action you can take is effectively a spell. Everyone can cast a basic spell like walk, attack, talk, crouch, etcetera -- that costs no mana. Special crap like flying and firing fucking electricity costs mana, and you can only do those if you either picked the spell on level one or learnt it later from a book/tutor/demonic bargain/whatever.
Which spells are valid for taking at level one is up to the game master; I just tell people to pick three verbs or short sentences, and if they choose something that's too broken like "split the Red Sea" I'm like nah you're not Moses, try again.
Still with me? Good. You get eight points of health, four points of mana, and one point of stamina. They're all energy, and you can use it to power your magery, but spending all your health means you fucking die.
Stamina recharges fully every turn, and is used for the aforementioned basic actions. All of these cost one point of stamina each. If you run out of stamina, you can use mana. Or your BLOOD.
Level one spells cost one mana, level two cost two and so on. You get back one point of mana each turn, and you can fire all the spells you want during it, long as you have mana. Or BLOOD.
That's good and all, but if you spend anywhere over eleven combined points of energy in one go, you spontaneously combust and die, erasing all signs of life in a twenty-meter radius. This is called incineration, and it *will* leave behind a blackened crater from which the dark servants of the Horror Immemorial may or may not crawl out of.
In case you didn't guess by now, your blood doesn't fucking come back unless you eat, sleep or see a healer.
But anyway, the more points you spend into casting a spell -- and remember, basic attack counts as a spell -- the more powerful it is, so the bigger your diceroll can get. My rule is I add one dice for every fourth point of energy spent, so (1d4), (1d4 + 1d6), (1d4 + 1d6 + 1d8), incineration.
Additionally, for every three points of energy spent, your spell can hit one more target. That's right, you like AoE? Then spend more mana, bitch. Oh, and if you're using shit like poison it lasts one more turn for every two points of energy spent.
How do we calculate damage? Diceroll over two and fuck your mother. Armor class? Resistances? Out of my face with that shit. Damage reduction is called "tyranny" and is for dungeon bosses only.
If you live long enough to get to level two, you *do* get attributes. Pick:
- Grit: +2 health, +1 to fighter shit type rolls.
- Cunning: +2 mana, +1 to rogue shit type rolls.
- Allure: +1 stamina, +2 to wizard shit type rolls.
- Spirit: +1 to elemental shit type spells.
- Faith: +1 to benefactor paragon asshole shit type spells.
- Hatred: +1 to demonic murder hobo destructive shit type spells.
On second level, you can pick one of the spells you know to get +1 to it, specifically. Eh, "+1" just means you get a bonus to some diceroll, no time to explain I'm running out of characters what the fuck.
On level three, the cycle repeats. Pick attr, pick spell. DONE.
Oh right, and weapons. Mostly just vibes, pick your fancy and fuck off. Normally, you can hit things one tile away; if you have a BIG melee weapon you can hit from *two* tiles away, and if you have a ranged weapon you can shoot anyone in sight, but you need to spend one point of energy to reload.
And there, all bases covered in less that 5000 characters with some flair to spare, now suck my fucking cock Hasbro.
What was the question? Oh yeah right, I'm gonna GPL this shit and put it in browsers. I think I'm going to write it in Kotlin but I'm open to suggestions. Would you guys like to play it/contribute to it's development for shits and giggles?8 -
One day I decided I wanted to build robots.
And not kidding the reason I wanted to build them was because I wanted someone interesting to talk to and stil not kidding I even fantasized about a robot girlfriend... Lame I know I think I was a lonely little guy back then, though even after 7 years or so it doesn't feel as though it's that long ago. Maybe because things didn't change that much. Which is worrying but it's not the topic so I will pass on that future-past worries bullcrapper. After learning how robots worked and what made them function so things gradually led up to me being more interested in machine learning applications and software. I learned Arduino at first, I think I still have some messy circuits and old arduinos around. I only finished one robot though and it couldn't even support it's own weight. The servo motors were taking too many amps that heated up the little arduino even with a fan attached. Provably I should have made use of mechanics for robots books and calculated things first. But even though it couldn't walk properly I still felt success and I loved it like my own kid (me taking it apart was questionable but believe me). After that I focused more on writing code than using my hands to make things which was a pain in the ass if I might add.
After learning arduino and making that failed project of mine. I then picked up C++ wrote hello world program usual things a starter would do. It was the language I wrote my first game which I finished and this time it worked. But I never released it which was partly because I didn't want to spend a hundred bucks on a license for the engine and I also knew that it was a shit game. If I were to describe; lines in different colors come from the top you need to hit the lines with the same colored columns to break them. The columns changed their height and location on random. The lines sped up and gap between them decreased. Now that I think about it it wasn't half bad. But the code was written in game maker studio's version of C so I have no way to salvage it.
But I learned a lot of things from that project and that was the goal, so I would call it a win. I don't remember but after sometime I switched to python. And I'm glad I did, it's fun to code in which was the main reason I coded in the first place. Fun.
Life happens and time passes,
Now I'm waiting to enter college exams in a few months after hopefully passing them. My goal is to get into computer engineering which will be extremely challenging because it's the highest point department in the university I'm aiming at. But hey if the challenge is great the reward is greater right ? To be honest I'm still not sure about my career path. Too many choices. So I will just let my own road called <millions of similarly random events that are actually caused by deterministic reactions, to affect you and your surroundings leading up to a future which only the Laplace's demon can forsee> guide me. Wish me luck.1 -
Working on a RPG game, making the AI, and gameplay. Some cool game with incredible pvp and PvE system, maybe using VR, would be cool go to the office just when need, and work with big friends. 🥰1
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I don't think today is my day--i'm making alot of silly mistakes: forgot to call callback at end of function, forgot the () to complete the IIFE, copied a SQL querystring and forgot the change the fieldname from 'date' to 'created_at' and wondering why it's returning an empty array.
Self, please get your head in the game -
Holy shit my dream last night was the best I had in years. I was basically in this open world (just real life) kinda thing that felt a lot like DayZ with the atmosphere (just no zombies). We we're a lot of friends just running about. But it was also kinda an exploration dream where I went into this bunker on the airfield (I guess) and then it was more like an action horror game where I had to shoot the most disgusting creatures. Except one monster was a cute girl (yeah I don't know). The dream then shifted to cuddling and making out with this super cute girl in bed
Oh man. This dream had it all and it was crystal clear the whole time, it was just amazing
Sorry, not sorry for reading this lol7 -
My first project was a pacman game made with AS1 in flash 6, I learned a lot and it made me appreciate debuggers, proper programming languages and to love making games, however that game was unbeatable thanks to ghosts having the same speed as pacman and using path finding algorithm with no error margin so they always catch you!1
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Maybe you people will like this story.
The past semester I studied Java in class. First time doing object oriented programming, I had an annoying teacher but got the hang of it. I still miss C from the last year.
As a final project we had to do any program and apply some stuff we saw in class (The program should have an array list, use interfaces, bla bla bla bery simple stuff). It also must have a complete documentation, a manual and a diary explaining what was developed every week. Bonus points if it was in a repository like GitLab.
I wanted to do an RPG game in a matrix, like a rougelike or an old FF game, that should be a map or two, a few monsters and items and that's it. Enough to show what can I do and to have enough excuses to apply everything that the teacher asked. I had a team with two friends who wanted to do the same.
After making accounts in three different pages that apparently would help us to be more organized (One to make charts and two task trackers) I lost all patience and made an account in GitLab, made the basic classes that we had defined in a chart, divided the tasks and put them in to do on GitLab and we started to work.
One of my companions caused a lot of problems. First, he didin't wanted to learn how to use GitLab (I simply asked them to do merge requests) and he insisted to use GitHub. Then he started to say that using the console version was even better (Pretty sure he said thet he never used Git, but maybe was gas poisoning). The GitLab repository never had a single commit to his name.
BUT WAIT IT GETS BETTER all the entire time, he was complaining about the graphical interface of the game, wanting to use some SDK for RPGs that he found. I told him that we will see that at the end, that first we should have all the mechanics done, test it in ASCII in the console and then, if we have time, we will put the visual interface, separated and optional from the main program to avoid problems.
After two weeks where he gave me very simple standard stuff late, half done and through Google Drive, I discovered he was most of the time working on... the graphical interface SDK! He took the job already done by me and the other guy and making a pretty hardcoded integration with the graphical interface and making everything that he tought it would be necesary. Soon enough the GitLab repository was totally outdated and completly useless. He had the totallity of the project in his half broken laptop, and sometimes he gave us a zip with all the code, outdated after a few minutes. Most of the stuff that I made was modified, a lot of the code was totally unknown to what it was and I had no idea even of how the folders were organised.
We had a month to finish it. I got totally disconected from the project and just hoped for the best, sometimes doing a handful of generic and adaptable lines of code for a specific thing (Funny enough, many core mechanics were nonexistent). The other guy managed to work more on the project, mostly fixing the mess that the guy did: apparently he didin't read the documentation of the SDK and just experimented and saw tutorials and tried to figure out how to do what he wanted.
Talking about documentation: we dont had yet. The code wasn't even commented propely. We did all that the last week and some stuff was finished the last night. The program apparently worked but I had no idea.
Thank God, the teacher just looked over everything and was very impressed by the working camera and the FF tiles. I don't think he saw the code or read too much of the documentation, much less when I directly wrote how I lost all access to the project.
I had a 10/10. I didin't complained. Most easy and annoying ten I ever had. I will never do a project with that guy. -
Been thinking about game design. Making things testable and modular. I think I have a lot to learn in this area. One idea popped up in my head. How can I design the game so that it can be networked later? One idea was an interface in the logic that gives authority to another set of code (module?). Basically include the abstraction as if networking was there. So if/when I decide the next version of the game or existing version should have online play. I think learning to create client/server would be instructional. Maybe networking could be a dlc or something.5
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My parents showed me how to play "Spy Hunter" on their Pentium III Windows 98 machine when I was 2, and I started installing games. Fast-forward to elementary school there was a game design afterschool class where we learned to use "Scratch" to drag-n-drop pieces of code used for animating and creating games. I wanted to do "real coding" so I got an internship at a local company, learned HTML, Java, JavaScript, and Python. Now, I'm developing games in Unity engine, and making mods on SourcePawn. The consumer is becoming a creator.
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Well i got my motivation back.
So i decided to make a game in unity.
It is going to be simple FTL like game. It is going to be much simpler than that mamoth of a game in 3D that i planned. I want to learn and have some fun designing the game from scrach. Yup and creating all of the assets.
If I manage to create a decent game im planning to sell it for like 5$. It might boost my funds a bit if i manage to finish it.
I have few great ideas how to develop that game. Mechanics, community support and others. Of course first i have to make a boilerplate. I cant start on those ideas if i dont have anything to work with! I hope it will be fun! Wish me luck! (And i wish everybody else luck too!)2 -
My goal would be to start my own software company - preferably without outside investors.
I don't think I'll be doing it anytime soon, at the moment none of my side projects are ready for public and likely never will.
Currently I'm motivated to start working on a git platform like GitHub or GitLab that improves developer UX and improves common pain points devs have, I would say this one has the most potential but it also requires so much work and time invested.
I also like making games in my spare time, but starting a game studio feels almost impossible to do without outside investors. -
I feel compelled to figure out how to use software in a gaming setting to teach skills like CS and Math. But do it in a way that is fun and not feeling like a "math game".
I want to spend more time learning about algorithms, architectures, design approaches, etc. Writing such a game would force me to understand what I present in a very intimate way.
I can see a way to create algos in game using very visual ways. Then allowing someone to make superstructures combining those algos to solve tasks.
I was inspired by how some algos require data to be sorted a certain way before starting. As the algo as a side effect resorts the data to know when it has completed. I realized if an algo is generic enough it can be combined just like functions or objects.
I also want to learn math better, especially in conjunction with code. So making a platform for learning these would be a lot of fun. I would definitely want both visual and textual interfaces to the code. I have to imagine a real programmer being frustrated with a visual interface unless it was really compelling.
I find it interesting that a lot of algos are represented visually when trying to show how it works. I realize some probably cannot be visualized so easy though.
I also want to use software like this to teach someone to think more deliberately and help people be more disciplined in their thinking. I know I could use this.
I have a secret goal of being able to use such software to help someone become a math/programming wizard. I don't know if this is achievable, but having exercises that help solidify root concepts in a fun way would be really useful IMO. -
When I was 7, I got my hands on an Amstrad CPC-464. This was my first exposure to code, copying examples out of the handbook. Shortly after that my school got their first IT suite, with thirty machines running Windows 98. I remember lunchtimes spent playing ZipZaps, a game that shamelessly capitalised on the first Fast and Furious films. I learned how to create macros in Office, and after getting a machine at home with Windows 3.1 I also learned some basic DOS. When I was 12 we got our first XP machine, which I spent hours on with MSN messenger and mucking around with scripts. That machine eventually succumbed to my brother repeatedly powering it on/off, something I still kind of hold against my mother to this day.
After going into care, I bought an old XP laptop from a friend, a machine that I used extensively. I mined my first bitcoin on that machine, bitcoin that could have made me a rich man today if I had only taken backups seriously.
My next machine came with Vista, which was upgraded to 7 shortly afterwards. This is when I got a bit more seriously into code, contributing to a game written in C++ (Armagetron Advanced, if you're interested). I also learned a great deal about automation using this machine, and when I got my second desktop machine at 18 (which at the time was still extremely out of date), I built my first working web server with IIS. I've been through four desktops since then, one of which just about survived a house fire.
Now I run a company of my own, doing development work at a lower cost for social enterprises, and developing a SaaS platform that will eventually make me a living all on its own. This year I hope to finally stop having to worry about debt, income, where I'm getting my next meal from and when I can finally be self sufficient, almost seven years since the care system spit me out after conveniently forgetting to tell me I could have stayed there until after Uni.
I am proud, though, of coming so far with no college or university degree. I'm by no means an expert, but I'd call myself proficient enough in a couple of languages to be capable of making a career of it. -
Hah! overclocked gd has made his first mod menu without pc! please give him a round of applause!
after his first rant on being a baby about coding xd
im planning to make this js dungeon game pure js.
after i know alot about js im reverting to typescript then java then C== ! i think this platform and other platforms have helped me on my journey of creating apps and im happy that im making progress =))4 -
Are we to the point in technology that we can simulate entire: economic, governmental, social, medical, etc systems with accuracy?
I am fascinated by video games that do this. I play Avorion and it has attempted to simulate economic systems in game. So you can profit from making things that are not in high supply. I am also fascinated by the idea of world simulation to weight pros and cons of governmental structures.
Where does one start when researching models that attempt this?10 -
Guys it's stupid but how do you get motivated for coding ? I'm actually learning C++, it's my first programming language but it's hard to continue, I love coding and making games but I'm a real newbie and I'm 90% of the time completely lost, I've made 1 shitty game but it's from a tutorial, and for c++ I'm still stuck with overloaded operator.
I'm sorry for my awful english but it's not my mother tongue. Do you have something advices ? For example stopping completely playing videogame ? Thx ;)6 -
Can anyone recommend any tutorials and assets to use when making movies/animations in unity?
Looking to turn my book series/potential game into a little series if i can get the hang of it.
I already know im going to use cinemachine for my camera system and I'll build my own audio management and trigger systems (Hopefully).
And a side note, does anyone know of anyone who would do some 3D character modeling if i was able to provide some character concept art and have a chat with them? -
Hi everyone! I'm making a LAN game in unity, and all of it is working well, however deaths aren't syncing. I'm using the ServerChangeScene function, yet however when one player dies, the scene isn't reloaded for both clients. I'm using UNet2
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I have done nothing but code all weekend. I didnt come far, but man is my code running smooth. YET. Im making a game in gamemaker.
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hi all
my friends and I are creating a game! I've had prior experience making games before, and my friend who does all of the modelling has some experience with Unity Snaps which we can use to make some buildings, but we've never really tried to make a team project before, until now!
we're making a top down urban warfare game and we're making quite good progress so far! we are done with configuring a server to host, player movement, and almost player shooting
I would post a link to the discord server but I'm not sure if I'm allowed to advertise and could not find the TOS. anyway yeah please tell me if I can post it3 -
my fellow nerds, what are your favorite rpg tropes? we're making a little game to raise morale at work, with our colleagues as character, and I'm not very good at coming up with events13
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I could go programming drones to kill my own people for money, like at least then I'd have a connection to my job
also programming drones sounds kind of fun
I used to really like pvp games. I also love unconventional RTS games. who wouldn't wanna make a real-world pvp RTS game interface, or automate an army of autonomous drones that could act on their own like it's a game of screeps
literally just so fun
if I was @ostream and an accelerationist...
either case if I go work somewhere and build them something great I have weird confusing PTSD emotions about it. to be honest making war machines somehow makes me less anxious about the idea. isn't it strange. I can't figure it out
you help people but they fuck you. at least if you're fucking people you'd accept being fucked in the process so you don't end up feeling anxious? I don't know why I feel like I do
you'd expect if you help people they would help you back. then when they don't it ruins everything, it ruins your core. you also can't know if who you are committing to will help you back or not. so you can only lose. if you help you'll get fucked. so why help?
in which case just doing something you love like optimizing pwn machines is what I'm built for. is that all I got? how does that make sense? it just doesn't to me. you'd think it would be clear but something is fighting -
Hm... Looks like they caught me cheating online and reset my game save to like a month ago...
So basically I wasted 2wks... for nothing...
I was so close to making an in game purchase this morning.... Good thing I didn't.
And now back to doing more productive things with my time...18 -
Game developers:
Don't you always have dreamed with making a game like Flappy Bird that is so simple but gets so popular and you become millionaire?
2nd question: why do you think that this game was the lucky one that got so much fame? Because there are thousands of other games like it.1 -
> Be me
> Get exhausted with Rusts borrow checker while making games and decide to switch to another language
> C# looked good, I just made a mod in it for stardew valley.
> Start a new engine based on MonoGame.
> All is going ok? Having minor issues with getting .csproj files set up but other than that fine.
> Get advice to switch to .NET core for higher compatibility.
> Start doing that
> Doesn't work at all, random weird errors all over the place.
> ProjectIsFucked.jpeg
> Delete folders, I didn't have much anyways.
> Make some basic boilerplate for both the engine and the game like 5 times, deleting the folders and starting over because errors.
> Finally get something to almost compile.
> Reinstall .NET
> Compile works.
> Compile again
> Compile fails
> Do dotnet restore
> Compile again
> Compile fails
> Do dotnet restore again
> Compile again
> Compile works
What in the ever loving fuck.
In all seriousness, if anybody knows what in the fuck is happening, I'd appreciate the help: https://stackoverflow.com/questions...4 -
Being undecided, my first attempt to make a website was first made with django, then pylons, then pyramid (I know, pyramid is the "newer version" of pylons, but they are different enough to be considered different things in my opinion), my first real attempt at making a game was first made with pygame + cython, then cocos2d-x + cython, the cocos2d, then oxygine, now trying to learn unreal engine
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Thinking about making a small and simple pixel game in JS, I already have plenty of gfx.
Can anyone recommend a good, easy to learn Js gaming Framework ?
Many thx4 -
I have learnt html,css, and some basic javascript for web development,and made a few projects including a calculator with prompts.This is the code :
<script type="text/javascript">
function prote(){
let firstNum=prompt("Enter first number")
let secondNum=prompt("Enter second number")
let num1=parseInt(firstNum);
let num2=parseInt(secondNum);
let result=num1 + num2;
alert(result);
}
function prote2(){
let firstNum=prompt("Enter first number")
let secondNum=prompt("Enter second number")
let num1=parseInt(firstNum);
let num2=parseInt(secondNum);
let result=num1 - num2;
alert(result);
}
function prote3(){
let firstNum=prompt("Enter first number")
let secondNum=prompt("Enter second number")
let num1=parseInt(firstNum);
let num2=parseInt(secondNum);
let result=num1* num2;
alert(result);
}
function prote4(){
let firstNum=prompt("Enter first number")
let secondNum=prompt("Enter second number")
let num1=parseInt(firstNum);
let num2=parseInt(secondNum);
let result=num1/num2;
alert(result);
}
</script>
</body>
<form>
<br>
<input type= "button" value="Add" onclick="prote()" />
<input type= "button" value="Subtract" onclick="prote2()" /><br><br>
<input type= "button" value="Multiply" onclick="prote3()" />
<input type= "button" value="Divide" onclick="prote4()" />
</form>
However I want to do game dev and I feel it may have been a mistake to start learning web development,I originally started learning code in roblox studio,however some do not consider making games in roblox studio "REAL" game development and I didn't exactly feel it was either.I messed around with unity and found the layout quite similar to roblox studio. However
I heard phaser uses javascript and Unity uses C#.In which case using phaser would not require using a new language.However I am aware that If I want to make 3d games(Which I do) I will have to move to unity eventually.Basically, as a beginner should I switch to unity and C# first or Phaser and javascript first.6 -
IBM should take over making the game Jenga...since they only seem good at making teetering towers of barely functional garbage that require constant massaging and hand holding to stay up.
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Making my first game in Unreal, i see how blueprints could be useful. I don't like them though. I heard you can use c# in unreal but im only finding stuff for c++?3
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I'm thinking of making a game. I think it would be a good game where a woman is the main character. Do you want to feel cute? Or what?5
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Hi everyone i was not on cause i was busy making mod menus on scratch LOL i decided no more and cut off the scratch for a bit and learn some python on scrimba maybe make a print spammer or some text adventure quest game or try making a website game with python, these ideas poped up in my head :) just had some weird ideas of learning it
cause why not? its easy you can probably build bots with it or troll your friends on discrod. -
Sophomore year starting soon so I'm looking for new project (s) to complete in parallel with the studies.
Some are more design-y and some more backend-y but I recently started getting better at designing so :)
1) Learn some fragment shader stuff. I've always been messing around with graphics and have a game on steam, so I think that's a good idea to be paired with signal processing.
2) Reactive web services. Preferably with spring-boot or vert.x but
3) I would also like to dive into golang (and make some reactive thing with it)
4) WebAssembly seems nice... But I got some concerns
5) exercise making wireframes -> CSS (with some js)
6) I've never really done any real backed work with nodejs, except serving and aot compiling js, or doing gulp tasks
7) Implementing a whole project, or a fraction of it as serverless on aws
* I'm definitely going to use a couple very simple services to make a docker swarm with load balancing, etc, just because I know how everything works but got no practical knowledge
8) Design an esports jersey for the university department I'm in (shouldn't take long)
So what do you guys think? Recommendations are welcome :)
P.S. last year in review:
> A webapp running on a raspberry pi powering a reflex testing game on gpio (java/spring-boot , codename: buttonmasher)
> small Elastic search cluster to monitor some random university servers through kibana dashboards
> laser tracking on wall of *any* colour and variable light conditions via a webcam (opencv) , controlling the mouse pointer, whether you run it against a projector or any wall
> jstrain.herokuapp.com => a small JavaScript powered tool with a DSL to help you train more efficiently without a coach
> Various random Photoshop stuff -
Way to go ruin a collaboration. I wanted to have fun some making a game with one of my friends, but turns out being friends doesn't correlate to making a good team. Some of you probably know this, but I've never had such an experience, not even to almost strangers
Some tips on how to kill off any motivation to work with you:
* Casually insult other peoples ideas
* Don't consider other people's point of view
* Try to talk people out of prototyping/experimenting with their OWN ideas on their OWN time
* Completely undermine their skill even though you have no basis to go on
* Never worked with this person before
* less experienced
* don't have to give estimates on a daily basis
* don't consider the fact that there are libraries that can be used to speed up things)
* Victimize yourself, because someone is "forcing you" to become the bad guy
I don't know if that person is on here and I don't care if they happen to read this. I tried to treat you with the most respect, but if you don't do the same then just fuck off.
Anyways, there goes the idea of a "no stress, no problems" game dev project, because I wanted to see if isometric view would work better than top down.
My idea to have another person to work on a project with, to keep the motivation up backfired a by lot.
Someone within european timezones up for some hobby game dev?3 -
Okay you AI Gurus! I am interested in using voice cloning to make characters that sound like me and other people. I don't know anything about how this works, but I did find one company that does it fairly cheap: https://beta.elevenlabs.io/pricing Some guy on r/Skyrim used that company to produce a guard from the game reading a book about the Dragonborn. It sounded really good! https://reddit.com/r/skyrim/...
Are there some other places I should look into? I would like to do voices that sound good, but are kind of generic. I also don't get how you would go about making them react emotionally to a situation. Perhaps I need to create voices that are excited, angry, etc versus calm. -
Hope you are washing your hands, now that we are quarantined i can spend more time learning different programming languages, i need it because i have a group of friends making a game, say hi to vindic because he is one of our scripters and the only one to have devrant
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Contemplating ideas for a game that will involve some exploration and puzzles (aimed at teaching some low-level computer stuff like binary etc.) Replayed an old 2D game in an emulator, looked at some old adventure games, decided a 2D platformer might work for what I'm aiming for.
So I start making some pixel art, simple things like 32x32 tiles for bricks, some bigge ones for doors etc. And I discuss some ideas with my girlfriend for what kind of scenarios would fit into this game world.
Anyway, she normally draws and paints, but seemed interested in trying pixel art so I gave her a link to Piskel and a rough idea of some decorative items I'd want to put around the map. Within a few hours she created a flower pot with flowers, a coffee machine, a light with lightshade, a small pile of books, and a couple of other things - all shaded and detailed beyond any of my attempts, including lighting going from left to right (which I wanted but didn't specify).
I mean, I could've expected this but pixel art is quite a different beast to drawing or painting as you have to do more with less.
Now I just need to make my game engine. So far I have an SDL program with a flowerpot that you can move around xD1