I played this game back when it was a Flash game like 10 years ago. Nice to see it’s finally coming out.
I played something like 15 hours when EA first released before deciding to put it away
Same here, you’re in for a treat. There’s a lot that’s been improved.
A standardized file format isn’t comparable to them changing software they own though. They can’t “take back” WEBP and it’s well-supported by basically everything these days. There’s zero risk of a rug pull, so why wouldn’t you use it when it’s objectively better at compression compared to something like jpeg and gif?
Moorwing comes back eventually, don’t worry about it for now.
Moorwing filtered a lot of players because if you don’t move the flea caravan, it blocks the entrance to Bellhart. That change makes sense imo.
As for Sister Splinter, I’m not sure why they nerfed her. I guess some players got overwhelmed by the spawned enemies in phase 2.
It’s been 2 hours since the game launched and I STILL can’t check out. Not even steam sales had servers this busted!
I have looked into the nim GDExtension and it looks nifty. I haven’t tried it yet though because it might not be totally ready, some github issues make it sound like it could be a pain to work with.
Unreal 2.5 is so old, your perception of engines is probably way outdated. Things are so much easier and more cohesive now, you’ll definitely enjoy modern gamedev tools. Since you’re already an experienced programmer you should be up and running with Godot in only an hour, there’s a tutorial in the official documentation that you can skim. You can probably look into a Godot crash course video on youtube too for a quick overview.
I just want something that will say : here’s your main, here’s your player character, we’ve taken care of the collision detection and inputs and rendering, there’s no gravity. Paint the tiles on this screen, and get going.
Are you looking for a framework or a game engine? You talk about frameworks in the post but it sounds like you actually want something that does everything for you, which is more in line with engines. There are a lot of 2D engines out there like Godot, Unity, GameMaker etc. that are all pretty easy to use.
I used Unity in the past but am mostly a Godot fan nowadays. Try Godot, it might be what you’re looking for.
What the other person said. Cross compiling is as simple as adding a flag assuming you have the dependencies. I tried it and it works well (though my programs are pretty simple). See also the official docs on cross-compiling.
I don’t get the hate for whitespace personally. It was maybe an issue 15 years ago, but modern code editors easily solve its issues. You can collapse whitespace blocks, the editor can automatically replace spaces with tabs, etc.
Okay, þ is not going to happen, just say th
.
Anyway, I did try V before Nim and found it way too unstable (which is corroborated by every other blog post talking about it). I also couldn’t get the language server to work no matter what I did, it just fails to start which isn’t a good first impression. This isn’t even mentioning all the drama behind the scenes for this language.
Go would probably be my 2nd choice. I haven’t used it much but my initial impression was that it felt kind of boring to write with, and a hello world would end up being a ~2mb binary which put me off a bit. I could give it another shot in the future, but I’m busy enjoying Nim so that probably won’t be any time soon.
The small binary part is just for fun - but generally my use case is to have an easy to use language that can cross compile easily so I can just pass binaries to the person I’m working with.
Yes, it should work just fine. Use something like Lutris or Heroic Game Launcher.
I was in both communities at the time… Only the OGs will remember when the only thing we had to go off of Elden Ring was a random rumor that called it Great Rune.
It looks fantastic, I’m glad they took their time with it and didn’t cave to release it early.
Bloomberg also did an interview with the team which is a good read.
We made it. We freakin’ made it. I hope it’s a shadowdrop because I don’t wanna wait much longer.
It lets you scale SVGs in real-time with really good results, so yeah microscope-level zooming on SVGs look fantastic. I haven’t tested performance yet but it seems totally fine on smaller games and GUI apps.
Unfortunately it works for everything EXCEPT tilemaps. There’s a PR that fixes it but it’s slated for after 4.5 (so likely 4.5.1)
That said, once that gets fixed I’ll try to do a fully SVG game. See the video in the PR for how it looks.
That’s kind of the big issue when starting out, finding like-minded people that are willing to work with you. Your best hope is to try again to find somebody that’s at your level and wants to help with the game. If you have any local gamedev community, even if it’s just your country, I’d highly recommend looking there as opposed to random people online because (in my experience) people tend to be more serious in smaller communities, especially if you can meet up IRL.
I don’t think anybody really cares if you use AI for your free hobby projects. The problem is that AI is really bad at gamedev, so you’ll suffer a fair bit with broken code and not knowing how to tie everything together in the game engine.
Not at all. Not everybody wants to be a solo indie dev that’s trying to be good at everything, most people I know are either just a programmer or just an artist. Get good at what you do and try your best to find a teammate you can trust who’s also serious about it.