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I'm throwing a game together in RPG Maker VX Ace. It's nothing special, just that the gimmick is that pretty much everything is some kind of loving quest. For example, if you walk into town and bump into a flower, it'll give you some kind of bullshit objective. Same with rocks, trees, grass and pretty much everything you run into. The monsters will also break the fourth wall with some kind of bullshit speech before engaging you in battle. You can level up by petting animals. I'm just throwing stuff at the engine to see what sticks. EDIT: I've also written a 2D engine using Allegro. It runs at a fixed frame rate across a vast range of architecture. Would anyone be interested in the source code? tango alpha delta fucked around with this message at 19:14 on Aug 1, 2014 |
# ¿ Aug 1, 2014 19:08 |
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# ¿ May 12, 2024 08:51 |
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Boldor posted:Arcane question, I'm not sure where to ask. In the old days on the Commodore 64 we would generate a random seed using the 6581 sound chip white noise waveform, which is literally random numbers that you can hear. So if you can find a white noise generator you’ll be able to spin up pseudo random numbers pretty easily.
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# ¿ Nov 2, 2022 19:28 |
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Going to be the coding snob here and say that unless you code your inner loop in assembly language and then hand roll everything else in C, you are not a real developer yet. Lol, I’m actually being a teensy bit hypocritical and actually use Unreal or Game Maker or ClickTeam Fusion because rolling my own engine is actually really hard to do. I did back in the Commodore 64 days but computers have become just a tiny bit more complex over the last forty years.
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# ¿ Dec 29, 2022 17:00 |
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Charles Ford posted:At one time or another I tried both Unity and Unreal. I didn't find the Unreal documentation *too* bad but it was definitely easier finding examples on github of what I wanted to do. I was interested in procedural generation at the time and so I wanted to know how to construct a mesh (say, a terrain, but I wanted the knowledge generally anyway) and so I did find a procedural terrain plugin on github, but the code was atrocious. No instructions and no null checks meant it crashed the Unreal editor constantly, so I had to fix all that to unblock myself and *then* learn how it all worked. I think C++ is a little easier than you think, as long as you throw some exception handling into your code with error messages that make sense to you, that’s half the battle right there. Seriously, go nuts and make your errors as verbose as possible; it’ll actually help a lot.
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# ¿ Sep 16, 2023 06:34 |
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Idea Guys are hilarious. I had an IdeaGuy who wanted me to convert his MATLAB calculations into a real time C++ application that perfectly simulates wear and load and full physics on a drill bit drilling through different strata. In real time. In 3D. He told me it should be super easy. I told him that he would need a small army of experts. LOL e: Now he is trying to get ChatGPT to write an app for him. I wished him all the best in his endeavors. tango alpha delta fucked around with this message at 23:31 on Sep 16, 2023 |
# ¿ Sep 16, 2023 23:29 |
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It's extremely important that you get a Statement of Work. Period. Do not move until you get this in writing because scope creep is a hell of thing.
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# ¿ Sep 17, 2023 02:23 |
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I’ve always preferred developing in OpenGL over Direct3D so Vulkan looks like it’s right up my alley. I actually really love low level poo poo. Video games were too expensive for me in the 1980s, so I taught myself machine language so I could crack the copy protection. I learned a ton about how computers work on a very fundamental level by stealing video games. E: every cpu on the planet cannot function without a stack, stack pointer, registers and status flags, just to mention a few examples. tango alpha delta fucked around with this message at 00:02 on Nov 28, 2023 |
# ¿ Nov 27, 2023 23:47 |
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leper khan posted:I've made CPUs (in vhdl) that have no fixed registers, no stack pointer, no defined region of memory as a stack Hey that’s really cool. You must need some kind of instruction pointer or reference to tell the processor where to start running instructions. You still need to create registers, fixed or not because they are the workhorse of the CPU. Can you create your own status register in vhdl or is it easier to initialize separate flags to handle overflow conditions and branching? Are there bitwise functions for rotating binary numbers through the register for input/output functions? Can you specify whether the output is big endian or little endian? Like I said, I love this low level poo poo tango alpha delta fucked around with this message at 05:08 on Nov 28, 2023 |
# ¿ Nov 28, 2023 05:00 |
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# ¿ May 12, 2024 08:51 |
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Even though I'm pretty comfy with C and very comfy with Assembly, I'm using an ancient copy of Gamemaker Studio 1.4. It's a lot of fun to write games and then export them to HTML 5 just to see them work on a hosted site. Gamemaker also obfuscates my code really, really well.
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# ¿ Mar 27, 2024 04:01 |