i want to make a game but it's too hard
#1
Posted 02 October 2016 - 12:30 PM

<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#2
Posted 02 October 2016 - 09:10 PM
xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
#3
Posted 03 October 2016 - 03:02 AM
#4
Posted 03 October 2016 - 11:05 AM
ok, i'll make something

<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#5
Posted 03 October 2016 - 06:03 PM
i'm really good at sloppily cranking those out rarely and so can u
don't wait
act now
#6
Posted 07 October 2016 - 03:37 AM
got to think smaller
#7
Posted 08 October 2016 - 03:16 PM
like one them real-life car shows where experts decide what car built better and has good presentations ect
and finally someone wins
then we will know who is top engine dog
#8
Posted 08 October 2016 - 03:29 PM
the only new thing we would know is my shame at even daring to challenge someone who writes engines by writing a scripting language inside of a scripting language inside of mzx
#10
Posted 09 October 2016 - 02:15 AM
Humans... Humans always want more.
#11
Posted 09 October 2016 - 06:36 AM
A poem by Bramble
Inspired by CJA
Addicted to pain, are we
A befuddling race, are we
We rush into engine competitions
Knowing full well the cost
Humans
Humans
Humans
Humans
Humans
Humans
Humans
Humans
Humans
Humans
Humans
Humans
Humans
Humans
Humans
Humans
Humans
Humans, in the dark of the night writing fake poems on forums after drinking beer
Hummus
*symbol crash*
#13
Posted 09 October 2016 - 02:33 PM
#14
Posted 09 October 2016 - 10:43 PM

<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#15
Posted 10 October 2016 - 03:15 AM
i guess my name's bramble, and i make the beer. so just call it...Bramble Beer. yeah. has a nice ring to it. "nice ring to it..." heh. reminds me of the time my pappy beat the living daylights out of my ma'ma, and he had me watch because he said she'd been commitin' the sin of coveting her neighbor's husband. and after he got done beatin the shit out of her said, "ahh, her screaming's got a nice ring to it." my pappy. always did have a crazy sense of humor. used to laugh while whippin my behind black for saying the wrong thing.
shee-it.
but here i am talking ya'lls ears off and it's suppertime. s'pose i best be gettin over to the kitchen to see what the miss's is cookin up. she always did cook a mean squirrel carcass, and i mean MEAN. that is, when she's not tryin to poison me with badger or some shit.
ya'll have a good day. and come back now, ya-hear
#16
Posted 18 October 2016 - 08:00 PM
Get something like Jira to record all this so you can refer back to it periodically and keep track of your work.
source: am a senior software engineer + project manager in a big hospital system now somehow (i no rite)
This post has been edited by astral: 18 October 2016 - 08:06 PM
#17
Posted 21 October 2016 - 03:26 AM
First, your code becomes foreign to you after you leave it cold for about a month. It almost feels like someone else's code, which feels bad. I've found that the best approach (well, I always take this stupid approach) is to complete all of your engine in contiguous days of work. Leave it in a state where you can safely stop working on it except for doing things like adding moves, items, enemies, sounds, whatever. Basically, write each engine or complicated algorithm in a tight burst. Also, almost all of my time is spent testing. Minimize that, especially early on.
What if you have to edit it because your poison system is totally broken or your particle system won't work? I dunno, it's hard.
Second, which builds on the first. After working in the background on a game project for a while, you will be exposed to many cool ideas and be tempted to restart because you want to make the game a different genre. DON'T! This is my Achilles' heel. I'm seriously the world's worst carrier of New Game Disease. Even when PLAYING a game I'll start new games just for the rush. There's something magical about the early stages of games (especially emergent ones like Minecraft or something). They're clean, pure, untouched. And if you do that while developing, your games will remain pristine and untouched because nobody's going to play it, you dummy!
How do I get around this? Well, there are two cases. The first is that I'm working on a non-adventure game (i.e., something with very persistent mechanics like a roguelike, shmup, or platformer). In this case, I probably want to make a game of a different genre. This is the harder option, but you can alleviate it by doing things like BKZXing or trying to program in a different language or something. In the other case, you're working on a more open-world game. In this case, you can just add a segment to your game that's of a different genre. Any adventure game can have pretty much any sort of segment. (Although the MZX trope of a RPG boss battle after a game full of standard MZX combat IS pretty corny...) For example, while working on my current RPG, I was playing TIS-100 and Spacechem and really wanted to try my hand at a programming game. So, I just made a small one and added it in as a side activity in the game. This is awesome because it adds to your game and gives you a feedback loop to keep working on the larger game.
we should legit make a thread that's just, ideas for finishing games.
#18
Posted 21 October 2016 - 05:12 AM
i've done some experiments into creating tools to generate art for me but i'm not very happy with the results yet. turns out that 'style transfer' hype aside, turning a machine into a talented graphicker is likely beyond current capabilities
alternatives:
- mak gam with shitty art. yeah, this honestly is probably the best option, but eh. the problem is that humans are such visual creatures and put a lot of their impression of a game into the first exposure they have to it. even in mzx i've always tried to make things look good, to the best of my abilities. outside mzx, when the limitations disappear the expectations rise into infinity.
- mak gam with stolen art. this one is pretty standard now. buy from the unity asset store! download free models here. i mean this would be tempting if i got in before the practice has become so common it's now instantly recognisable and instantly mocked.
- get someone else to draw art. i don't want to do this, because working with other people feels like it's taking on responsibility and i don't really know how much free time i'm going to have in the future or the kind of pace i'll be able to manage.

<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#19
Posted 21 October 2016 - 04:02 PM
PARDON ME FOR USING A SOCIAL JUSTICE TERM but it seems like a form of classism. Unless you have the free time and talent to put into developing your own art or the money to buy original you're screwed.
This post has been edited by Verasev: 21 October 2016 - 04:06 PM
#20
Posted 21 October 2016 - 08:46 PM
Verasev, on 22 October 2016 - 02:02 AM, said:
Because there's a lot of examples of people using this to make really shitty games that are then put up on Steam Greenlight, and as a result people have gotten good at recognising when these assets are used without modification. It's become an instant sign of a bad, poorly thrown together title and it's hard to shake off that first impression.
and yeah, you're right, the solution to this is to just have a lot of money. if i can just pay people to make random shit for me, then see how well it fits in a game, i can just do that and not have to worry about wasting anyone's work because hey, they got paid for it.
i'm pretty happy with where i am financially, for someone that's been a grad student for years, but i don't think i can afford to do that.
Obvious solution is to make something awesome and sell it on Steam or whatever so I can have a ton of money to invest into future projects. Bit of a chicken-and-egg problem though.

<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#21
Posted 21 October 2016 - 11:10 PM
Too many times, a project will fall apart because one partner or the other has personal issues that they let get in the way. But I still think that might be the best way to go. I think my brother may be a good partner to do a game with one day, we have a good relationship and a shared interest in games. He has a young son and a demanding job in San Francisco right now, but maybe one day that could happen.
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you’re a mile away and you have their shoes."
-Jack Handey
#22
Posted 23 October 2016 - 05:25 AM
Dr Lancer-X, on 21 October 2016 - 04:46 PM, said:
I still think your best MZX games could sell decently for a couple dollars a pop on Steam. Like Red. The graphics may even be taken as a stylistic flavor instead of the limitations of the engine you used.
There's the issue that you'd be selling games that people could be playing for free, but just being able to get them on Steam makes that more convenient than having to get them through MZX. Not sure if you'd also run into problems with any of the music though..
Your work is good enough that I think you could most likely find good enough graphics and music people to help you, especially if you do the framework of a game first using stand-in material. You could sign into a profit sharing agreement upfront. Or you could bring them in for a Kickstarter pitch. You could probably use MZX for the first run of a game, then write something to convert the assets for use in something custom that you could enhance beyond MZX if you need to.
"The fact that I say I've one of the best, is called honesty." -Akwende
"Megazeux is not ment to be just ASCII, it is ANSI!" - T-bone6
"I hate it when you get all exo on me." - emalkay
Exophase can what Rubi-cant.
exoware is ware ur ware is exoware
ps. not loking 4 new membrs kthx
#23
Posted 23 October 2016 - 05:54 AM
Obviously a potential solution is to just port red, using the original data. Most of the game is specified in those data files, although there's a bunch of things that were scripted directly in the .MZX because they were too weird / tricky to pull off within the scripting language. The idea of doing that feels really silly to me, given how much time I spent just on making the graphics fit in SMZX 3, but there's no reason to not do it. Certainly easier to just make whatever changes are necessary to MZX and use that though.
red's music (and certain sound effects) can be replaced - most of the tunes are already free, although I'd need to re-check their conditions to make sure commercial use is OK, but there's a bunch that are very much not okay.
I kind of like the idea of doing something with throwaway assets to use as a pitch to gather interest for a project, hmm.

<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#24
Posted 23 October 2016 - 12:14 PM
Dr Lancer-X, on 21 October 2016 - 05:12 AM, said:
I'm on a similar roadblock right now. I can't draw anything better than a stick figure, and I did dabble a little into sprite work but that took far too long for only subpar results.
So I thought about making 3D models for graphics. And so far, my only progress in that is trying to figure out how to even do anything in this Blender thingy. But I feel that if I want graphics, this is the only way left for me to go. So I'm gonna keep at it, no matter how long it takes me.

#25
Posted 23 October 2016 - 04:25 PM
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you’re a mile away and you have their shoes."
-Jack Handey
#26
Posted 23 October 2016 - 06:49 PM
install red game
An installer could be created using a Mac too, but I don't own one. This may be the coolest way to zip up a MegaZeux game for mass distribution. It's called Install Simple.
Also, I would upload your games to itch.io you can create a profile for free and release games for free, then ask for a donation if you wish. This would be a really good platform for MegaZeux games. Of course Steam would be great too, and would get you more exposure. But itch.io is a good platform for small indie games.
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you’re a mile away and you have their shoes."
-Jack Handey
#27
Posted 23 October 2016 - 08:15 PM
Graham, on 24 October 2016 - 04:49 AM, said:
install red game
An installer could be created using a Mac too, but I don't own one. This may be the coolest way to zip up a MegaZeux game for mass distribution. It's called Install Simple.
Also, I would upload your games to itch.io you can create a profile for free and release games for free, then ask for a donation if you wish. This would be a really good platform for MegaZeux games. Of course Steam would be great too, and would get you more exposure. But itch.io is a good platform for small indie games.
Yeah, that's not bad. Also I hadn't realised that I never put a 'press P to play' on red's title screen... that might be an idea, since it might confuse some people. Then it's just a matter of fixing the UI and replacing a bit of music.

<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#28
Posted 23 October 2016 - 11:22 PM
Dr Lancer-X, on 23 October 2016 - 12:15 PM, said:
I'd love to see you get red up on itch.io or GOG or steam
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you’re a mile away and you have their shoes."
-Jack Handey
#29
Posted 24 October 2016 - 04:46 AM
"Before you criticize someone, you should walk a mile in their shoes. That way, when you criticize them, you’re a mile away and you have their shoes."
-Jack Handey
#30
Posted 24 October 2016 - 10:02 AM
Graham, on 24 October 2016 - 02:46 PM, said:
sure, but I'm looking to move up a few levels in terms of the level of product. although meritous was a lot of fun to make... and the general idea there (start with a very simple design, iterate on it) is one that's probably still applicable.

<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(