@grumpygamer I always wrote on the labels upside down, compared with these pictures and so did ally friends. I wonder if this is a case like the toilet paper roll placing, or if it was just me and my friends getting this wrong in high school.
Another evening of "work" and I finished implementing the chainlighting spell for our #roguelike on #c64 . The problem was there were too many enemies and so I died (also I had to spend two turns standing still to recover stamina).
The animation is a bit fast, but you should still be able to appreciate @politopo 's great #pixelart
Not sure whether I want to use isometric or 3/4 perspective for my game
It's a big decision because I'm not good at art so it'll be painful if I have to redo it all a different way
It feels like it's really common for people who play games to want to make them. Usually coding is a big barrier, but I taught myself coding and so my big barrier is art...
Love arguing with Daggerfall NPCs that first don't like my polite tone, then accuse me of being rude, and then clearly are not willing to answer my question about the Mage's Guild location anyway.
Feels like arguing on the bird site.
New rule! When making any C# API that deals with files, please do respect the Stream, and Reader/Writer model. Use it.
It's there and it's good. It's in fact, very well thought out! Invent your own readers/writers and types of streams. But... just use it. Don't bypass it. Please?
Not to mention this is also bad for video game preservation. Years from now, the servers meant to handle your account creation will probably cease to be, and the games will be unplayable unless someone cracks them. The shortsightedness of this industry never fails to amaze me.
I just heard a #indie designer in a #gamedesign say, "it's not a short game: it's like 3 or 4 hours long." And at first I nodded and then I laughed out loud. I don't disagree! I think that 4 to 6 hours feels like a "normal" length to me. But it was funny to me to realise the disconnect between our perceptions as #indiedev vs Teh Gamers. The majority of beginner game dev students I meet would say 4 hours is very short.
@MrBehemo it also depends a lot of the game genre though. For a RPG I'd expect 20-25 worth of content TBH (more than that it becomes too long for me. I abandoned every RPG I played in the last decade at around 30hr mark...). For classic roguelike I normally play them for 10-15 hours before moving on (I don't even care if I finish them). Adventure games for me are fine around 8-10 hours. And YMMV. 3-4 are fine for some niche games, it depends a lot of the experience I get from those 4 hours.
I heading to Australia next week. Any recommendations for a good top-down pixel art RPG on the Switch that will take 28 hours (minus meals) to complete?
floppy disks are still the coolest looking type of data storage. CDs had more storage but not as good looking. SD Cards hold more, not as good looking. This was it, the peak.
Decided with the new year it was time to finally join in the @dosgameclub fun and play Dungeon Keeper this month.
Holy wah was it a great choice! I've only gone through five levels and already I'm realizing how fast time flies while playing. It's extremely simple in ways which just makes that fight for evil efficiency that much more interesting.
The game is literally $1.50 right now on sale at GOG. You will not regret getting it at that price for how much fun it has to offer!
It is interesting to look at vintage prices, in this case, in January 97 someone paid for a Japanese copy of Mario Kart 64 about 216€ euros. The console had not yet been officially released in Italy.
Importing (games and consoles) was often the biggest threat for companies selling console and games in the 90s, more so than piracy.
Another early 90s anti-piracy Italian Microsoft AD, how many different ads were even made?!
This says "Whoever sells a pc without an original MS-DOS copy is stealing something from you"
@damianogerli Oddio, ho letto il nome "Buffetti" lì sotto e mi si è aperto un mondo di ricordi. Quante serate spese in quel negozio. Mi pare che ad un certo punto diventarono anche Internet provider (passai a loro per upgradare la velocità da 33.6 a 56k, ma potrei ricordare male).
I have a room graph set up but because of the way it carves rooms with a random walk, rooms can become connected apart from the graph. This is making locked doors and key an issue since the player can often sneak around locked doors. Not sure it's a real issue yet. It might play fine.
@grumpygamer I had a similar problem that I solved by flood filling the rooms before creating the corridors. Floodfill will notice if two rooms became one and the algorithm will treat the area as a single room from that point forward.
im starting to come to the realization that it's not that i don't want to make games for a living, it's that i don't want to make games in the ways that are required in order to successfully make them for a living
@eniko sometimes I think that "make a job out of your passion" is greatly overrated. Maybe I'm just old, but I'm starting to think it's better to have an "ok job", where you do something you enjoy but not necessarly love (hell, even "don't hate" is good enough if the pay is good), and leave the things you love to do as a hobby.
Came across OneDev, an open-source self-hosted Git server, with a Kanban interface for project managing and CI/CD integration. Might be of use for some of you. https://github.com/theonedev/onedev
I spent enough hours last night to confirm that Flashback 2, as it is, it's not a game that you would want to spend money on.
For reasons, I tried to list enough of them here: https://voxelsmash.com/flashback-2-review/
This is a 1984 Italian ad for semitextual adventure Ifigonia, apparently inspired by some of Boccaccio's works, for Commodore 64, Spectrum and Amstrad. It is thought to be (as in 99%) lost media or, perhaps, even an April's fool joke. I have tried tracking down some info, but came out empty.
Probably it was a game pitched to a simple game shop (Newell) which was never published.
The world will probably never know. What a tragedy.
What was the first time a Western company adapted an anime/manga for a TV series?
In Italy of course, where the success of the Love Me, My Knight anime gave birth to an actual TV series (in 1986!), which worked as a sequel, giving characters Italian names and moving the story from Tokyo to Milan.
Taking huge liberties with the material, they didn't follow the anime nor the manga, for example swapping okonomiyaki for classic Italian meatballs.
And the band Bee Hive, of course, sang in Italian.
@damianogerli@aran Well in 1986, well before Internet, anything on the right time window on the three Fininvest channel had the potential to become famous. It's probably a combination of things: a beloved anime, an Italian production, a popular Cristina D'Avena (my parents' generation still loved her for her performance at the Zecchino d'oro), young actors (Marco Bellavia was pretty popular among my class mates), catchy songs.
Nel 1998 il cinema italiano scopriva Internet e i suoi pericoli in un thriller EROTICO dove Stefania Rocca, conclamata donna immagine dell'Italia on-line, conosce un amore in chat e... va a finire male.
Parliamo di amori a 56k sul podcast cinefilo (e a tratti cinofilo) Gli Aggiustafilm, su YouTube e tutti i peggiori luoghi di podcast. https://www.youtube.com/watch?v=q1xdY5N6Dmg
Don't want to shame anyone, but I really fail to understand what is attractive about having breakfast/lunch in the middle of a whatever busy street in Rome with cars all around, noises and chaos.
Also no, no monuments in sight.
@damianogerli dalle parti mie fanno la stessa cosa, solo che la strada a fianco è una nazionale... Limite teorico di 90, ma de facto ti ritrovi a bere il cappuccino a 5 metri da macchine che sfrecciano a oltre 100.
I have a 300 line Bash script that fully automates my build process. Rewriting it in Python won't make it any faster or make the game come out any sooner, but I'm having a hard time resisting the call of the coding siren.