I still haven't dug into learning the language involved with this environment as I haven't had enough time and mental will power to do so, but I do keep up with this project and very much enjoy what I've checked out that other people have done. All this is to say, I'm not a power user, but especially appreciate this project existing. Thanks.
hseiken
Recent community posts
Terrible point. Setting the tone of culture via government is better than telling an indie dev to not get paid in the current system. It's literally the same kind of argument about anything at all. "If you don't like it, leave" is one I hear people say a lot about folks critiquing the current status quo. It's not a defense and frankly, again, telling someone to 'walk the walk' where walking that walk is literally disadvantaged is...silly. "Why don't you just bring a knife to the gun fight and prove your point?" Cause it's a gun fight right now, that's why.
I'm sure others have put you in your place already but if you're not there, allow me to further cement into the public discourse your low level brain operation.
1.) Having a critique of something doesn't require one to actually participate in the 'better version' suggested in a critique. For instance, "This game sucks" does not mean one has to produce a better game to prove said game sucks.
2.) Using art as a form of critique is literally one of the main things art does. Games are supposedly art except when they do more art and then the people wanting games to be taken seriously as art get pissed off because the art says something they disagree with. In the biz, we call that 'an opinion'.
3.) With regards to the idea of capitalism vs. communism/socialism...here's the thing most folks don't understand about socialism...it's about finding where the balance of distribution meets with individual achievement. That's it. That's literally it. To stupidly take in the, frankly, idealism of the people that stand to lose the most in a system that benefits them (but would still benefit them in a skewed way even if slightly adjusted) description of the thing they fear is like listening to some podunk idiot from the sticks talk about crime in the cities. They have no real connection to the topic and to repeat the crap they say is to just remain ignorantly loud and...again, stupid.
4.) Read number 1 again cause I bet you still don't get it.
5.) I farted and in communism, you must smell it along with all of us together. It's communal fart. You will enjoy it.
That's really cool! The stuff that stuck out to me was the usage and implicit object message kind of relationship between I guess variables and colons, along with brackets and what is in them, though I can see the lua influence there for sure. I'm not a programmer by trade or training, I just kinda learn what I have to in order to do the thing I want and try to just visually plan everything else out within those limits of my programming skill. :P
Anyway, was just drawing tonight, added a lulz caption to it. Like I said, I was doing this in Hypercard already. It's nice actually I can full screen draw now since MiniVMAC's handling of tablet is quite poor with random jumping no matter how the input is configured through the system driver. I'm rather fond of black and white AND low res art...so...yeah...again, this little project is what I'd do if my aformentioned poor programming skills were actually worth a fart in the wind.
Thanks for the reply, and am looking forward to the bug fixes. I'm not much on feature requests in general for small projects as usually the designer already has a roadmap, etc. and makes adjustments based on real world usage, etc. BUT if you EVER run out of ideas, just say so, I think a couple of us may have some...like pressure sensitivity with the pencil tool and it's various 'nibs'/brushes, but it's also something I could probably make myself if there's already way to detect pen pressure....
Right now, I'm still in the experimenting and exploration stage, so I probably shouldn't be asking too many questions just yet. :)
I did have a non bug question and more of a question about LIL. I noticed some of it's syntax looks like SmallTalk. Is it in any way related and did that influence the decision to use it (aside from it's small footprint)? I didn't know if you were going back to some of the influences over Hypercard in this '2023 Remix' version and was just curious.
Okay, back to decking the halls of my cards with cool stuff.
Two fonts I already transferred over from my hypercard 'sketchbook drive image' by hand...more to come and i'll eventually just drop them all as a font pack. Is there any possibility to...use some of the hypercard/system font editing tools down the line? I.e. selecting specific characters and making them more condensed? I'm a graphic design graduate and fonts in the pixel space irk me to no end and hypercard actually made pixel fonts less annoying...what solutions for use perfectionists of sketches ( lulz :) ) might be available when using the field tool?
A screenshot of me playing around with some of the gadgets and what not. I've actually been using hypercard for the last (insert embarrassing number of years here)...well after it's market death date using mini-vmac with this yearning to have just a *little* more graphics capabilities and other little things that seem to have been addressed here. It has crashed on me and there's odd things like being able to delete entries from the prototype list but it doesn't actually delete the item and it repopulates when the menu is reloaded....but that said, it's a fresh new project and 75% of it is stuff I'd have on my feature list/improvements and that's 100% more than I had before, so thanks. :)
I posted this over in the ReMarkable 2 users group, but I'll post it here just to plant as many seeds as possible...this 1bit little sketchpad would pair well with an ePaper tablet. Sure you gotta get rid of the more flamboyant animation stuff (or at least slow it down), but having a focused little programmable tablet with stylus running one of the funnest little prototyping environments ever? I dunno, seems like a cool combo to me. :P
A little background on my Hypercard usage, I was slowly creating my own little 'custom OS', adding little scripts into the system script, creating little debugging tools, engines for certain ideas, etc. I plan on doing the same in Decker, likely making the biggest. bloatiest deck but never meant to see the outside world...though I'd like to spit out pieces of it into their own little public presentation...is that something that's now possible? Moving cards between decks?
Again, thanks!
EDIT: Almost forgot...another bug and one that probably only I have run into...when using a tablet for input with a lot of the widgets, i.e. the pattern editor, there's a weird seemingly 'hanging press' just about every other stroke of the pen. Basically, that is to say i make a pen mark on the widget (say the aforementioned pattern editor) and it operates as intended. The next stroke makes a straight line to the new starting point when I pick the pen and move it somewhere else. It's a little frustrating and only happens with gadgets. I'm on Windows, btw using the the Native version. I also noticed the operating system icon doesn't switch over based on position but based on last interaction when using the tablet as well. It feels like when windows has detected you just interacted with another program to which case to switch back to the previous program you tap THEN you start your interaction whereas Decker doesn't do this, so it keeps psyching me out to tap to re-focus the main window with the toolbars being used. (i.e. tap the tool bar to pick a pattern, moving over the main window you expect the cursor to change from finger back to arrow, but it stays finger as if the tool bar is still focused and requires a tap onto the main window to set focus THEN continue drawing...).
Just thought I'd report my experiences with a tablet and Decker native on windows. Might be useful for you somehow, I hope. If tablet usage isn't a target user, then I'm just fine adapting to the difference. :)
As a game player, I think off the shelf physics engines make games feel too samey. Mario and Megaman feel very different because they rolled their own physics. I'm not making a plea to 'learn to code' here, I"m making a plea to not rely so heavily on things that remove the individuality of your game.
I welcome the hate, though.
The first games I made were in QBASIC for MSDOS. I felt super cool making a 40x25 text-based puzzle game. Then I felt like a loser when I jumped on the internet (this was way back in '95) and found a QBASIC site that had all of these killer games in 256 colors with sprites and 3D. It was gutting. I never did learn to do any of that PEEK/POKE assembly-ish stuff. I always felt too dumb to understand it.
So from then on I sorta use 'middle ware', which I guess nowdays is called 'engines' or 'tools' or whatever (stuff like GameMaker and Pico8). My first project in something like that was actually a couple of pinball games made in Visual Pinball, which uses a customized visual basic script to control table elements and track events (like Bumper.Bump() etc.). I still hate most languages since they're text-based. Where's all this processor power going? I keep hoping there's someone who's like me and understands the fundamentals of how programming works but makes it powerful yet simple so game design is less about the technical stuff and more about game logic itself. I was quite impressed with Arcade Game Studio's approach to AI scripting, where it used almost a music-type sequencer, with each row being a 'kind' of event, such as movement, turn on/off flags for collision, etc. and then the topmost row would jump to the different columns on events or set it to only happen for a certain amount of time or event. It was so easy to just try out all kinds of ideas, mixing and matching a fairly robust set of 'baseline rules'.
I went off on a tangent. I'm hoping a dev reads this deep down and one day thinks about the problem of solving problems from different points of view. I've never gotten on with 'coding' proper and find it tedious and boring...it's like being into photography and the only thing anyone else wants to talk about is lenses and FSTOP and such and you're like, 'I'm into framing and subject matter'. It's not as if that other stuff isn't necessary, but in the end, if capture the subject matter properly, that's what actually counts to people you show the photo to, not whether you used a Nikon or Cannon. No one cares.
In the modern day, with so many games coming out on everything that's ever been able to play a game ever, really the most pragmatic way is to make it run on everything possible. It's fairly easy with some engines/systems, while others are difficult. For instance, I think GameMaker spits out for every major platform and modern computer, but if you want true 'runs literally on anything' then making a game for an old console/computer and then binding it to emulators to run on everything is another way to do it. It depends on skill level and effort. Other things mentioned work, but if your game is windows-only, well, only people with windows will play your game. Likewise, if your game is on NES and there's no single-click/normie solution where it can be easily run on their system of choice, unless they're already into emulators or flash carts, they'll pass it up or ignore it, even if it's something they'd maybe be interested in.
I think folks sometimes focus too much on trying to be the loudest person in a sea of social-media type places when you're more likely to get folks looking at your works in a relevant community that's already looking for the kind of game you are making. From there, it's, imo, likely easier to grow an audience more organically.
Just don't rely on social media advertising. It's trash. Word of mouth, blogs, reviews in prominent places work a lot better along with proper tagging in youtube (as someone mentioned YT trailers are good...get a professional or someone competent to edit the trailer...)
Just don't get discouraged. Not every game can be minecraft or mario. There's plenty of room in the world for games that only two people in the world have ever played and if you're making games for yourself, then it won't matter how many people play but how many people of those enjoy it. i.e. Qualitative entertainment rather than quantitative.
Crash Report.
Machine: GPDWin2 running win10 and intentionally underclocked to 70%. Crashed after selecting AGAIN after scoring 250,000 or so points on the first game of the session. I.E. crashed while starting 2nd game of session, the exact point was the level monsters manifesting into being.
Sorry there's not more to report, can't replicate it.
I disagree with your assessment. To me, this is an absolutely brilliant build up and advancement of mechanics made popular in 1982 with the mother and poster child of what twin stick shooters should be, Robotron. The influence is absolutely clear here and makes the right decisions every step of the way. To promote no-death long runs to get greater score is just brilliant. It makes every single risk/reward judgement become even more riskier and rewardier! I love it!
The entire point of risk reward is a split second decision on 'is it worth it' and encouraging the player to take risks for huge reward forces the player to do things they otherwise wouldn't do.
One of the biggest problems with twin stick shooters is 'circle strafe boredom' becomes there's nothing to break the circle strafe. This is done through 'rescue/bonus' items strewn and wandering through the hoards of enemies.
I beg you to reconsider what this mechanic brings and absolutely makes the rescue/bonus mechanic that had not been improved on since 1982 actually IMPROVED. I'm ALWAYS looking to make that Friends number bigger because my points get bigger! And I've died trying to make it bigger even in situations where I thought, 'yeah, i can do this' and NOPE...couldn't. And that feeling of anguish and seeing all the points dry up....man...it makes me take even MORE risks to build it back up!
I LOVE this aspect and I don't agree it should be changed. Whether it was accidental genius or calculated genius, I don't care, I love it, and I vote that it does not change. It's brilliant and does all the right things to make the game harder, without forcing one's hand. This game is FAR easier than Robotron in general if you're just looking at 'staying alive', but this mechanic balances PERFECTLY for score chasing, you make the game harder yourself. And you pay for your mistakes in judgement.
Twin stick shooters aren't about circle strafing. They're about having the fire power to deal with impossible situations and having a reason to put yourself in an impossible situation. Geometry Wars is a circle strafe bore. Satyrn is a damn fine game that breaks the circle strafe intelligently and finally takes the mechanics that nearly everyone who's played it finds Robotron the perfect sweaty palms game and FINALLY pushes it forward.
Props to maybell, I have suggestions for minor changes here and there, but your risk/reward system is definitely not one of them. Keep pressing forward. In my humble opinion, folks that find it too hard have played too much Geometry Wars or Binding of Isaac. They're fine games, but they're they're own thing. I see all you did here and even though it's an iteration on a great game, it's a GOOD iteration and moves in the right direction!
At the end of it all, my one suggestion is top 10 scores. Single high score is no good for this kind of game. Top 10 at least, if not 10 top of the day and top 20 of all time. But I'm fine with everything as it is right now, no changes necessary, I love everything about this. Smash TV failed to improve, and it had Jarvis on the team. Same with Total Carnage...you did it absolutely perfectly, imo. In my opinion, this is proper Robotron II.
Consider yourself a hero, maybell. A winner is YOU.
Interesting concept. I wonder if the narrative would be more impactful if the some levels were handmade and slowly became more derranged and unwinnable...just making them larger didn't make an impact on me since the first level was already unwinnable.
I think another fun tangent idea would be a game where dying is the goal, i.e. to win, you must actually lose.
I hope the tools will be enjoyable. I don't know why most fantasy console developers miss this aspect, but never having to leave the environment is one of the main draws of Pico8 and similar tools, not poking and peeking and doing obscure things that end up just being in-jokes to other programmers. Programming is a craft, yes, but game design is hindered when barriers like archaic programming is put in the way.
Just my thoughts, but I'm still looking forward to this.
Game Maker 1 compiles fine to it, is your project convertible to GM1? I have it and could try to export it. I don't know the differences between the two versions, specifically or if there's differences in project formats. It would probably not allow the raster effect, though. Maybe it would, I'm not sure. I have GM1, but honestly have never really spent any time in it! :3
They all show up identically in terms of what is shown. You can see the raster effect in modes 1 and 2 also. The screen has garbage in the top left, black for most of it, and blinks dark red. In the bottom right, a separate rectangle is 'offset' blinking the rest of the red/black flickering, faster than the rest of the screen.
I tried to access the other modes by hitting the correct keycombination blindly to get to mode 3, but as I said, the graphics don't change, it just renders the same weirdness. The music and controls are full speed with no lag.
The Fuji is running win7 with 1GB RAM. It has rudementary support for OpenGL 2.0 and I believe it's running DX10 or 11.
I hope this helps. I'm not especially worried or sad if you decide to not support this configuration, I know it's old and archaic and was, even in it's time, a bizarre system.