Author Topic: Official Video Games Topic for the Year 2022  (Read 70728 times)

Tinister

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Re: Official Video Games Topic for the Year 2022
« Reply #30 on: July 17, 2021, 03:28:26 PM »
Never preorder.

Tinister

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Re: Official Video Games Topic for the Year 2022
« Reply #31 on: July 18, 2021, 08:03:04 PM »


...this is a stupid speedrunning category.

wilde32

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Re: Official Video Games Topic for the Year 2022
« Reply #32 on: July 28, 2021, 08:20:33 PM »
word

i never preorder games and am still surprised at people do so and then complain that they wasted their money

maybe it made sense 20 years ago when games were in limited supply but everything is direct download now

Tinister

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Re: Official Video Games Topic for the Year 2022
« Reply #33 on: July 31, 2021, 07:04:38 PM »
I preordered The Great Ace Attorney Chronicles.

I only remembered I did when it showed up on my doorstep.

SquareWheel

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Re: Official Video Games Topic for the Year 2022
« Reply #34 on: August 02, 2021, 02:36:35 PM »
Which VR headset do you have?  I own a Samsung Odyssey+.  WMR's platform isn't great, but no complaints for the price.

dcco

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Re: Official Video Games Topic for the Year 2022
« Reply #35 on: August 13, 2021, 07:36:11 PM »
does anyone have tips / technology reps for making short games like the kind that are on itch.io? ive never messed around with it before but i wanted to try it out

juner

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Re: Official Video Games Topic for the Year 2022
« Reply #36 on: August 13, 2021, 08:26:38 PM »
do you have any particular games or styles of games in mind? there's quite a variety of stuff on itch made from all sortsa tools and engines

not sure it'd be what you're after exactly but there's tools like Bitsy for making short narrative experiences, and Puzzlescript for making puzzle games, if you don't want to use a full blown engine like gamemaker or unity or whatever.
good at abstracting away all the underlying workings and letting you focus on the more important aspects quickly

cati

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Re: Official Video Games Topic for the Year 2022
« Reply #37 on: August 13, 2021, 09:01:08 PM »
there's twine too, which is mainly used for choose your own adventure type games, but i'm pretty sure you can do enough scripting and styling to randomise elements or add rpg battle systems or whatever. and it'll integrate into other things like unity projects to handle dialogue systems.

i was using haxeflixel a while back for a few projects, and that seemed pretty good too for more general 2d stuff.
« Last Edit: August 13, 2021, 09:02:45 PM by cait »
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dcco

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Re: Official Video Games Topic for the Year 2022
« Reply #38 on: August 14, 2021, 07:11:03 AM »
i actually in general prefer more low-level game dev tools bc i like to have a lot of control over all the little parts of a game. that being said, i am open to learning an engine if the ability to be more specific about stuff is there.

i think probably i would use it for a platformer-ish thing, but idk i might want to do other rando 2d stuff.

aimaina

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Re: Official Video Games Topic for the Year 2022
« Reply #39 on: August 14, 2021, 03:24:21 PM »
i think general purpose game engines like gamemaker and unity give you more than enough control to implement whatever mechanics and little details you want. the "low level" stuff you have less control over would be internal engine aspects like "what order does the game loop process things in" and "how do rendering instructions get batched and sent to the gpu", but even if these internal things are implemented differently from how you like to do it, the engines are flexible enough at a higher level to let you make basically whatever kind of game you want
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SquareWheel

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Re: Official Video Games Topic for the Year 2022
« Reply #40 on: August 14, 2021, 05:49:24 PM »
Godot may be a good contender because if there's something low-level you want to change, you have full access to the engine's source code.

I don't know if it's ready for "prime time" yet, but I've enjoyed its workflow more than GameMaker in the short time I've spent with it.  Node-based trees seem more intuitive for me than GM's pseudo-OOP design.

wilde32

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Re: Official Video Games Topic for the Year 2022
« Reply #41 on: August 14, 2021, 06:39:22 PM »
Godot may be a good contender because if there's something low-level you want to change, you have full access to the engine's source code.

I don't know if it's ready for "prime time" yet, but I've enjoyed its workflow more than GameMaker in the short time I've spent with it.  Node-based trees seem more intuitive for me than GM's pseudo-OOP design.
i'm in a small community where we make game engines for a certain community event

a fair few of us have transitioned from gms 1.4 to godot and i've heard very positive things about it. is it worth the switch? what are the main differences? as someone that's been using gm for 8 years or so, would i have an easy time learning it?

dcco

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Re: Official Video Games Topic for the Year 2022
« Reply #42 on: August 14, 2021, 11:09:49 PM »
oh it did not occur to me that in modern day game maker has export to html5 lol. i think something like game maker is probably fine for my purposes, i might try out godot tho sounds interesting.

SquareWheel

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Re: Official Video Games Topic for the Year 2022
« Reply #43 on: August 15, 2021, 02:01:13 AM »
The biggest difference is Godot has no concept of rooms like in GameMaker.  Instead, everything is made up of nodes in a tree structure.  Nodes typically provide functionality, but can also be dummy nodes just to group things together (think <div> tags in HTML).

For example you might have a dummy node which represents the player.  It has some innate properties like a position, but doesn't do much else.  So you can attach a sprite node to give it a visual appearance.  Maybe add a sound node for handling player sound effects, and so on.

Collections of nodes can be saved as scenes.  You'd likely have a player scene, a scene for each enemy, one for the level layout, various menus, and so on.  They're inherently reusable assuming you don't build in too many dependencies.

What's neat about this approach is that any scene can be run by itself.  If you want to just work on the player, you can load them in by themselves.

There's some other cool features.  The editor itself is extensible, so you can write code which affects the editor.  For example a cannon could render its trajectory in the editor view for easier fine-tuning.  That's called a tool script.

There's probably still a bunch of missing features compared to more mature engines like Unity, but I'm really liking the direction of Godot.  It feels more intuitive to me than other game engines, and I really appreciate that it's fully open-source and encourages community contributions.

Tinister

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Re: Official Video Games Topic for the Year 2022
« Reply #44 on: August 21, 2021, 04:01:55 PM »
I think I like tinkering with software more than I like playing video games.

I discovered that the Ys IV ROM for TurboGrafx-CD has not one, but two, English translation patches.

The first patch changes all the text to English.  That patcher was very specifically written for 32-bit Windows -- which I don't have here in 2022 -- so cue me setting up a virtual machine (after sourcing a Windows ISO, keys, etc.) just to copy ROM and patch files back and forth.

In the second patch, a ragtag bunch of vocalists offered their talents to dub the spoken parts.  However, this patch assumed a file format more raw than what I had, so cue me finding some cracked version of a virtual disc mounter so I could re-rip the ROM (with the first patch), apply the second patch, and re-format it back to the emulator-preferred format.

All of this took around a day and a half to figure out.  Now I have a fully translated ROM, just sitting on my 3DS, for me to play.  Any day now.  Yup...
« Last Edit: August 21, 2021, 04:04:16 PM by Tinister »