-DSG- ScaryFourDigits and Depths ^^

Posted by DSG on Sept. 27, 2012, 10:44 p.m.

SO, first of all, please like DEPTHS on facebook, I would very much appreciate it! https://www.facebook.com/pages/Depths/263863020401852

For my S4D entry, it's a goddamn secret until it releases. ^^ It's been a challenge, however, I can't settle on a number of aspects of the game, but I am trying. I hope it'll look great by the end. The soundtrack, however, seems to be coming together much better than expected. A lot of locrian scale melodies and stuff, all MIDI [because its quick and easy, and fun actually, as a limited palette of sounds really allows me to be creative, other artists will understand, I'm sure.]

Uhm, here's a new screen, sorry its JPG it's hosted on the new FB page.

So, not much else, hope everyone's doing well, and I am REALLY excited for S4D this year as Halloween is BY FAR my favorite holiday of all time.

Comments

JuurianChi 12 years, 1 month ago

You're so negative, sirXemic.

Gift of Death 12 years, 1 month ago

I really want to see this get finished in 2013 (tho unlikely in the lights of past years), but I'm really curious. What makes this HD? :o

Quote: ludamad
making it on a real engine,
Define "real engine".

JuurianChi 12 years, 1 month ago

Quote:
Define "real engine".

By 64Digits standards, anything but Gamemaker.

Astryl 12 years, 1 month ago

Quote:
Define "real engine".

It must be created in pure ARM assembly and only use device specific code and therefore function in the guidance computers of most new BMWs and several fighter jet engine control computers. "Real engines".

ludamad 12 years, 1 month ago

Gift of Death: Something that uses a real programming language. =/ GML is somewhat of a toy language when it comes to modern standards.

Astryl 12 years, 1 month ago

Not in it's defense, but it fulfills all the requirements of a programming language. It just fails at anything but the basic game development paradigm.

Bjarn Stroustrup had some interesting things to say about a similar subject (Though talking about Simula67, Algol, C and C++, of course).

Still. It's way easier to use the thousands of libaries already available for C/C++/Java/C#/Python than to try reinvent the wheel and wind up making a sub-par facsimile.

I'm freakin' guilty though, when it comes to reinventing the wheel…

ludamad 12 years, 1 month ago

Mega: Yeah, honestly the reason I call it a toy language is mostly:

- you can't return arrays/multiple values

- its most useful abstraction (objects with properties) are super heavy weight and thus not appropriate for creating eg OOP-like abstractions

Reinventing the wheel seems to be the C++-way, for a lot of people. I've definitely tried to move away from this, my defence for making an engine from mostly-scratch for lanarts is 'wanting to learn'. Though its nice to have an engine specifically tailored to my game.

Astryl 12 years, 1 month ago

Ah. Should've thought of that.

But yeah, nothing can beat making your own engine from scratch, and knowing it works. It's a very satisfying feeling… ditto for making your own Kernel. It serves no ultimate purpose, but is a learning process nonetheless.

Of course, when using your own engine, it's much easier to work with.

Castypher 12 years, 1 month ago

Looda, are you going to argue that GML isn't a real language every time you come around? Because most of us already know that and it's just getting repetitive now.

ludamad 12 years, 1 month ago

Kilin: maybe. I'm a language design nerd so you'll have to excuse when I try to point people with talents like dsg in more fruitful directions.