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57 following, 33 followers
But... whoever ported libnix2 + newlib to amiga needs to see a psychiatrist, because allocating a few bytes with a simple new or malloc() should not start an infinite loop that eats all available memory until it eventually paints over the screen with garbage.
How do you even let that happen?
In all of the time I have spent debugging my own porting work thinking I did something wrong, I could have used AllocMem, avoided all of this and rewritten the other handful of stdlib features I needed instead.
IT'S FINALLY OUT!!!
My first commercial game and my first game under the Ioncom brand. It's an action, roguelite, dungeon-crawler with limited lives and permadeath.
It's currently Linux exclusive, but the source code is available and you should be able to compile it for anything that SFML runs on.
https://ioncominteractive.itch.io/refractored-depths
#gamedev #gamedevelopment #gaming #indiegames #indie #indiedev #videogames
@coolboymew Thanks.
@theorytoe Simple and Fast Multimedia Library. It's like SDL, but written in C++ and more object-oriented.
I dont really have time to actually make a serious effort at a game but seeing more hand-rolled engines in the real world is neat
@theorytoe I don't know if I can recommend it though. It probably does a few things right compared to SDL but it has it's own quirks.
For example, SFML has two objects needed to draw an image onto a window, where in most other languages you only need one. SFML has a texture object, which is just the image data and a sprite object which contains a pointer to the texture along with coordinates. Most other graphics libraries only need the equivalent of the texture object to draw an object on a screen.
SDL is also more widely used. I can't think of a single well known game using SFML. I only use it because I have an autistic urge to be different.
@icedquinn I plan on a Windows build eventually. I'm way too busy and this finished game has been sitting on my hard-drive.
To the three people who have bought my game so far (yes really), have you played it yet?
@bonkmaykr I have it in binary form.
@bonkmaykr Oh I forgot about that. It's dynamic, but I will see if I can make a static build.
@bonkmaykr It turns out to be much harder than I thought. I followed these instructions, but when I do so, I get no such file or directory errors.
https://www.sfml-dev.org/faq/build-use/#link-static
Shit like this (along with breaking compatibility between versions, being a relatively obscure library, and having outdated versions in Linux repositories) is why I'm probably going to jump ship to SDL like a normal human being.
@xianc78 not yet, might tonight
@xianc78 after mucking about a bit more with things for wsl i got it to launch! problem is it's in a small window stuck at the top left of my screen and there's no sound lol.
i played a little bit though. i have some feedback.
1. if you game over, you have to sit through the intro again. would really appreciate a skip button!
2. the game is brutally difficult, it can be a struggle to even get through a single room. i suck at games but it might be good to keep the dungeon layout and killed enemies stored as long as you haven't gotten a game over yet. with 20 floors i can't imagine ever beating this game right now lol.
haven't played too much of it yet but those are my main thoughts after playing around 15 minutes or so. i'm probably going to have to actually install linux again to play it properly, not sure when i'm going to get around to that. still wanted to support the endeavor though!
@beardalaxy
>if you game over, you have to sit through the intro again. would really appreciate a skip button!
I will probably fix that once/if I can compile this on Windows and get a statically linked Linux binary.
>the game is brutally difficult, it can be a struggle to even get through a single room
I was able to get through just fine. Every time you die, the level regenerates, but enemies stay dead until you die or complete a level. It's honestly much easier than most roguelikes where you only get one life.
Why won't you buy my game?
| No Windows port: | 2 |
| Doesn't seem worth the money: | 2 |
| Looks terrible: | 0 |
| Itch.io page isn't descriptive enough: | 0 |
| Not interested: | 3 |
| I hate you: | 1 |
| Other (please specify): | 5 |
Closed
@All_bonesJones
1) Windows port is in the works
2) Nothing is original anymore
@All_bonesJones My game is a Zelda-like, rougelike, dungeon-crawler.
@All_bonesJones Nintendo is just going to use their Zelda trademark to DMCA anyone who describes their game like that.
@xianc78 if i wasn't going to buy the game on principle anyway, it would be because there is no windows port.
Looking back on it, I should've included "No Demo" as an option. The only reason I didn't create a demo was that my game is FOSS therefore, freely redistributable, so I felt that including a demo was pointless even though it's a paid product.
I should have also put "You used AI" as an option because I did use AI and that makes me worthy of crucifixion in the eyes of many people, but I only used AI for backgrounds for the title screen and cutscenes, along with the prologue and epilogue text. I promise to only use AI sparingly and to prefer AI enhancement over AI generation, but I know that's not enough for the anti-AI freaks.
Stop using Electron to create desktop applications!
We don't need a full fucking web engine just for a chat program!
Yes, please give me a 8 GB memory footprint for my notepad application.
Want to create programs that run locally? There is something for that, it's called C!
Nearly 20 years old, LEGO NXT is now running #MicroPython! 😀
LEGO MINDSTORMS EV3 (2013) is still the first priority, but we're pulling along NXT (2006) as we go. Much of it is is already working.
Thanks @schodet @danderson and many others.
Found out my sister in law is pregnant! I'm going to finally reach actual unc status. And dammit I'm gonna be the best uncle ever.
What's next? Do I also need to disclose if any animals were harm during the production of my game?
@bonkmaykr I only used AI to generate the intro text, ending text, and the background images during those cutscenes. I only did that for the text because of writer's block and the fact that the game doesn't have that much story outside of an excuse plot, so I needed a more elaborate prologue than I can write. I only generated the background images because I couldn't find any good free-to-use backgrounds that would be appropriate for this game.
Like, I would understand if we are talking about some large corporation laying off developers and replacing them with AI, but I'm a one-man studio just trying to create some assets.
Woke devs are right about tech and that's why the Lunduke crew will eventually be forced to turn against FOSS itself.
The center-right is still too comfortable with Big Tech and those that aren't get fleeced by conmen like Braxman and spooks like Erik Prince.
But it doesn't matter. Anyone to the left of JD Vance us going to be considered a radical commie in a few years.
@gabriel I think both are dangerous for their own reasons. They will sacrifice the actual goals of FOSS, privacy, decentralization, etc for their own unrelated principles.
When it comes to the "woke devs", I think their extreme anti-capitalist stance is hurting the potential of FOSS being used by small businesses to help them be independent from Big Tech. I noticed that there is a huge potential there, but so many FOSS devs hate capitalism so much that they don't see it and see it as no different than Microsoft and Google subverting the FOSS ecosystem.
When it comes to the "center-right", they just don't want to be associated with snowflakes so some of them don't want to use Linux or the Fediverse. A lot of them are also known to be tech-illiterate and can't even make simple static websites or realize that potential of doing so in order to be independent from Big Tech censorship. Most of the ones I talk to think it's "too outdated" or just don't want to go through the trouble.
Hard to explain how much I hate Javascript and everything related to it like JSON.
It's a shitty language, used for shitty things and created by a shitty person, and now, the brains of a whole generation of devs are polluted by it and they can't do anything with this garbage.
Soon, I'm sure they will ask to drop the support of HTML from web browsers because their js twisted brains don't understand it and thinks it's too accessible to noobies.
Fuck that, browsers should drop js support tbh.
@bonkmaykr
I must admit that having a lot of stuff turned into json for no reason is like “meh, why?” for me.
@Enalys why?
What's with the shitty man? Why is it garbage? It's an ok language doing the tasks it was meant to do just fine
@petafloppa
It's a shitty and inconsistent language created at the beginning for stupid purposes that is overused and create overweight web pages.
boosted@Enalys I have a cool article about this in my bookmarks
https://www.jonoalderson.com/conjecture/javascript-broke-the-web-and-called-it-progress/
Oh, I understand your pain
. Nowadays I'm playing with some selfhosting apps in my NetBSD server and it is crazy how some programs, which definitely could be written in C, or Perl or Python (or at least Java) — now written in the JS and as a result, requires (p)npm, nodejs on my server and tons of dependencies, and as a result will take a lot of disk space if I'll build it for NetBSD. And I even don't started to speak about memory and CPU usage…
Thankfully, I'm still able to find good, old and time tested OpenSource alternative, which is written by grey-beards, exists in NetBSD repos and have an extremely low memory and CPU usage. E.g. Monit, written in C (monitors daemons/files/sockets/etc and displays a browser accessible dashboard with system state): almost zero CPU usage and 6.5 Mb of memory is used by it, and the binary just a 797 Kb 
> Fuck that, browsers should drop js support tbh.
BTW, we have Dillo browser. It has only HTML and CSS support, no JS inside.
game devs are retarded
Valve, a monopoly, yes. Forcing people to use Steam, not really. I think anyone who's worked with Valve, sans Wolfire (for good reason), has more than a few good things to say. When the competitors don't understand why the popular thing is popular they're going to lose marketshare, that's not really Valve's fault.
I use en Electron app to manage my socials network (Ferdium), we clearly see my CPU usage collapse once I close it.
It's creazy how much these Electron program eat for doing almost nothing.
The racial slur of the day is Dubya.
It is used to refer to Americans.
Deep lore: The not-so-bright president
is it still an amiga if there's a second computer living inside it like a symbiotic bacteria?
@bonkmaykr So I was reading your blogpost on your commitment to ethical business practices and I thought that I could make some suggestions:
>Publishers eventually give up and move onto the next money printer. I'm a huge WipEout fan, but SCEI doesn't make those anymore...a game series dies and it's legacy entries are all that's left
To prevent a franchise from dying, the best thing to do (imo) is to release the characters, settings, lore, etc under the public domain or to have a very lax fan-game policy where even commercial games are allowed (think Touhou). If one thing is to be "open-source", I think the franchise itself should be the one.
>Unfortunately, our early releases will still be proprietary for a limited period of time. There is sadly an increasing number of small shovelware publishers under fake names that recycle software from Git repositories or dump bytecode from projects and repackage them to sell for a quick cash grab, without any of the rights you ought to have.
You can simply have the code be open while having the assets being proprietary. Anyone using your code but with different assets would effectively have a different game all together.
If you are concerned about shady forks destroying your reputation, the 3-clause BSD license prohibits products from claiming that you endorse them and the zlib license requires that all modified copies to be plainly marked as such. To prove that the original code came from you, you can use pre-release builds along with Git commit time-stamps as proof.
You can simply have the code be open while having the assets being proprietary. Anyone using your code but with different assets would effectively have a different game all together.Thanks for the feedback, and this is already the plan but the only thing really stopping us is that often times something being illegal to do is not enough of a deterrent. So I would prefer to go that route when we are steady enough to take on that risk without concern. The assets might be our IP, but it is still trivially easy for a bootlegger to recycle them for a profit and walk away with the money, especially if they're outside of US jurisdiction.
@bonkmaykr
>especially if they're outside of US jurisdiction.
The vast majority of countries on Earth have signed the Berne Convention, meaning that your copyright is automatically recognized internationally, outside of a few third-world countries. Anyone getting way with violating your copyright has to be either living in one of those countries, remaining relatively obscure, or practicing good OPSEC.
Though I do understand that delayed open-source might be the best option, but I am reminded of Notch promising to open-source Minecraft and he instead sold it to Microsoft.