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About M-Ody

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  1. M-Ody

    What happened to Indie Game Jam?

    That's true, but still isn't quite the same as what Indie GJ was. I think that jams with engines restrictions could bring a whole new challenge, but that's probably because I'm a programmer. A jam specific engine would also level the teams, as no one would know it beforehand or have a ton of pre-made scripts in the cloud. I will actually propose it to my friends haha I apologize, and thanks btw!
  2. Rambling around the web I came - once again - across the Indie Game Jam, the one some people say was the first one. Seems like there were only 3 editions, but the whole concept of the jam was a lot different from the ones I usually participate: The engine was crafted beforehand by the organization team. The source code for the games was released. Seems like the themes were thought to push the boundaries in a technical sense too. I don't have anything against the current game jam system, but I think this old model of constraining people in the same software and technical requirement could be really cool too. Do someone know if a jam like this still exists? P.S.: I don't really know if I'm in the correct section for this question.
  3. I may have sounded a little ambicious, and I really am. I'm a little bit disappointed that you don't think HMH is a valid topic to discuss, but I may understand that in the future - I'll not know now. Seems a valid school of thought, even though most people seem to dislike the whole "compression oriented programming" idea. Anyway... Well, as I said, I've actually developed 5 games in Unity already, and a small one in Unreal (this one VR), so I'm not a total noob. I'm a noob in the low-level field, however. I may be extrapolating things and trying to go too far. That would not be the first time. But hey, that's why I'm here asking for advice instead of just doing it. What is clear to me is that I need to learn more, to know what I should try to do and what I should not, and to know what is worth doing and what is not. You gave me good suggestions in your last post, but I should say I'ld prefer to try some C/C++ this time. Suggestions are still welcome.
  4. That's a solid advice. Personally I don't like dependencies, and that's why I dislike Java and JS projects so much, but that's a bigger factor if your dependency has other dependencies and it becomes a snowball. I may try that at some point, but I think I will stick with raylib for the first one. I think I'm convinced that I want to learn to do it or at least learn sufficient to know if I want to do from scratch or not. I'ld never knows if a try it. So I'll continue following HMH and using something middle ground at the same time.
  5. Geez I know I should be able to answer this question, but I don't. Of course I want to make games and of course I want to know how a game actually works! I'm amazed by Casey's style and knowledge, and the real world programmers that I most admire know a lot of under the hood stuff, although they use some libs. Maybe I should do both, after all. Speaking of C/C++, do you recommend a lib/engine that's not too big like Unreal but not too bare bones like SDL? Something like raylib maybe? Thank you!
  6. Well... Your comment got a lot of approvement, so I think you have a strong point. Just to put something out of way, I don't particularly like being a .NET developer, is just something I put myself into and, you know, it pays the bills. I really like C and I think is an amazing tool. People say it is less productive, and while that's definitely true in the sense of how much you can do in a day, I lose a lot of time on Unity just to make a game that doesn't trigger garbage collection every now and then. But then, I may be just an orthodox programmer. I will look into your suggestions of course, but you really think that HMH has no point in being watched? Casey states very early that he doesn't think you need to do everything from scratch every time, but he thinks you need to do it once so you know what the frameworks/engines you use do. I think you may have more disregard from people who think that what Casey does is what a real programmer does than from the things that Casey teaches. To summarize what you say, you think I should code on something that gets the job done, focusing in productivity and in shipping the game? I don't want to invalidate your point, just trying to keep the discussion going. I was looking into raylib, I may give that I try too.
  7. I've heard a lot of Allegro and SDL on the "roll your own topic", and actually messed around with SDL for some time. I guess is worthless asking which of them is best, but I may give Allegro a try too. Yes, I'm restarting the series (episode 2 concluded 5 minutes ago). Last time I've started it I had two problems, my programming skills were low and so where my English, so I could barely understand him. I guess this is the way to go really, is a long journey if you look how many episodes it already has, but I guess in the end it is worth it.
  8. Hi everyone. I guess this would be another one of 'those' questions. I'm a .NET programmer and I've been developing games in Unity for 3 years now, and recently finished my 5th game. But in some sense, I feel like I've reached a barrier. I don't want to disregard Unity in any way, neither UE4 (that I used for a month or so), but in the last days, I'm feeling some urge to have more freedom in the development of my projects. That's when the idea of rolling my game from the ground up came back to mind. Besides wanting to have more control over some low-level details of the game, I want a more close control over the scene system especially to use my own map editor. And obviously, I'm exciting by the learning perspectives. If I use an engine again, I would go with Godot. And although I know I could expand Godot to my needs, that's unlikely to happen because I'll get easily overwhelmed by the engine and the lack of a good C++ API specific documentation (the engine one is good though). So I'm here to ask for your personal opinion. I know C/C++ good enough to start, and I've already toyed around with OpenGL. I also love this topic and data-oriented approaches. Should I use SDL, Allegro? Irrlicht, Urho, Ogre? Maybe build upon Cube or Torque? I'd like to learn while doing it, but how much work would be to write a simple render in pure SDL? And adding shadows or shaders? Should I follow HandmadeHero maybe? - I'm planning on Windows support, but with porting in mind. Starting with 2D and hoping on diving in 3D soon. - I'm not building an engine, but a game. Thank you all!
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