@mcoorlim well I old enough to remember 9999 in 1 cartridge - where 2-3 "game" and everything else is small reskins or some minor modifications - in context of "same game with different level layouts" - everything can be considered as minigame.
@danil I've been considering an apogee style platformer themed after video game history that incorporates bonus stages that are clones of milestone golden age arcade titles.
Repeat : Return : Revise is an #interactiveFiction game made in #godotEngine using @inklestudios's Ink markup language. I spent a week figuring out how to use the plug-in because I don't know how to code in C#, and also managed to get the story written.
Art? Sounds? Proofreading? Who has time for that? Not this guy, I aim to make a game every week. This one was about time loops!
@cesarizu yeah I was using inkgd just fine with Godot 3, but when I tried using the beta Godot 4 branch it threw a bunch of errors so I switched to Godot-ink.
it's gonna be a pain in the butt to figure out a fix for this, especially since it looks like even though I'm using a python.org Python binary it's trying to pull in stuff from homebrew, which is of course never going to be portable or multiarch
okay so as a temporary "fix" I uninstalled homebrew from one of my Macs and used that to do the build, completely free of /opt/homebrew taint. Hopefully that works.
But the solution to "I want to build a binary that works on all Macs" should not be "own two Macs"
So, I've gotten a ton of questions about @rfparty on iOS. And the short answer is that Apple won't allow cyber security tools on the App Store. See the blog post linked.
It costs a lot to get iOS out the door(need an OS X box, a modern iPhone and dev license ~$2k+), but it's really not a ton of engineering work to actually port rfparty to iOS. It should be easy, but current app store rules are lame.
@nullagent@rfparty@fdroidorg One benefit (to Apple) of their walled garden is, it helps lower Apple’s costs for iPhone support.
If an iOS user installs malware, there’s a pretty good chance they’ll soon be asking for AppleCare. AppleCare is a huge part of the company’s competitive advantage, so anything that risks raising the cost of providing that service is Bad News For Profits
And of course sideloaded malware creates a tech support nightmare … (1/2)
@nullagent@rfparty@fdroidorgIf Apple should discover that sideloading apps in the EU does not in fact result in significantly higher AppleCare expenses, then there’s a chance this capability might make it to the rest of the world.
(Or maybe they offer sideloading support as a “iCloud Pro” service or something)
@Middaparka heh I did use it as a link shortener for a while but not any more. I do use it for email. Wish I’d bought jo.hn when I had the chance though.
@lisyarus Yeah, it's weird comparing this to my first channel, think it took about 2 months to get anywhere close to this many people looking at that stuff (although, since it was my first channel, the first few videos were admittedly trash).
Going to ignore how random it is and take it as confirmation that I'm getting better at videos :D
@chipwits very cool. I have fond memories of the original game on Macs. However as I remember it the game or at least the version we had worked on our Mac 512. But then failed when we upgraded the hardware to a Mac Plus (can’t remember if there was also a System update involved I was just a kid). I’ve long thought the original game would make an amazing modern game and have been surprised it never got ported to later OSes or systems.
@Rycaut We're doing that, now! You can sign up for our beta at https://chipwits.com/ - still free tickets left. There was an earlier attempt with ChipWits II but it never got off the ground. We're adapting the new ChipWits for modern audiences.
Given some unexpected real life emergencies, I probably won't have my weekly game release tomorrow. I lost a few days of dev time! I can have something bare-bones done tomorrow, but it'll probably take until mid-week - 10 days total - before a polished release of my next project.
I've got a simple interface done in #godotengine and the story beats handled in Articy:Draft - next is implementing the text in ink.
Two o'clock in the morning. I listened to various news, there is no point in sleeping...
Reopened Unity and Visual Studio. I want to quickly make an experimental system for the appearance of enemies, it will react to different indicators of the hero and the environment in order to throw different enemies to the player and loot. To make gameplay more fun, I hope...
I have a big scheme in my head, no time to draw a diagram
#devLog having difficulty finding a #godot4 ink interpreter that's at a state where it's capable of doing what I need it to do in a way that doesn't require me to learn C#. I'm not opposed to learning C#, but my timeline on this project is thin as it is.
Switching to the #godotEngine dialog manager plugin and adapting it into a narrative text game wrapper. #gameDev
Today's #gameDev will be writing the game's text out in Scrivener; I like that best for drafting and revisions, and it'll help me keep each passage distinct.
#DevLog: Today's the last day of polish for this week's game, in which you are a ghost trying to scare children out of your haunted mansion before an evil teddy-bear murders them.
Came up with some #chiptune music that I like for the core game and intermission scenes, wrapped up the title, tweaked the floor tiles a little.
There's more I could do but the point is to spend exactly one week on each of these, so it's time to wrap it up. #gameDev#godotengine
I wouldn't say I'm "satisfied" with the pixel art, but I'm "out of time" given how slow I am when it comes to making things look good. Some of the furniture looks flat and the rooms are sparse, and I'd have liked to come up with alternate floor tiles that are more haunted-house-y, but there are so many hours in a week and I've had to deal with a few emergencies as it is.