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.
You're so negative, sirXemic.
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
Gift of Death: Something that uses a real programming language. =/ GML is somewhat of a toy language when it comes to modern standards.
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…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 abstractionsReinventing 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.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.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.
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.