Jani_Nykanen

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November 20, 2017
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Joined March 07, 2014
Games (5)

A Journey to Eternity
July 24, 2016
Operation Fungus
December 14, 2015
The Last Minute Dungeon
December 12, 2016
The End
June 27, 2017
Flying Cat Stomper
July 26, 2017


I made a game... again!
Posted on October 20, 2017 at 11:36



Click this oversized link to play the game on itch.io!

Nothing special, but I had some nice time making it. It is written in C, of course.


dude, i love these little games you make but give me something with MEAT, man!
Posted by Fabio October 21, 2017 4:07 - 1.1 months ago
| [#01]

Quote
...but give me something with MEAT, man!

Making "these little games" is more fun than making anything bigger. I don't enjoy adding content, drawing graphics, designing enemies, bosses, story etc., I just like to program, and making small games give me more time for programming, and most importantly, I don't get bored since I can start new interesting projects more often, instead of making one boring project for three months.
Posted by Jani_Nykanen October 21, 2017 6:46 - 1 month ago
| [#02]

Quote
...one boring project for three months.

Three months is still a small project.
Try three years =P

Making a big game has its perks.

Text wall of ramblings (Show)
Posted by Zuurix October 21, 2017 13:06 - 1 month ago
| [#03]

@Zuurix
Our difference is that you want to make a game, but I want to program a game. I'm not interested in content creation, I just want to use code to create small experiences and/or technically/visually interesting things. (Okay, this project was neither, I just wanted to finish something, because it gives motivation to continue doing this)
Posted by Jani_Nykanen October 21, 2017 14:55 - 1 month ago
| [#04]

i didn't mean to belittle your work. after hearing your motivations, it makes sense
Posted by Fabio October 21, 2017 16:22 - 1 month ago
| [#05]

So what are you going to make next?

And how do you keep programming fresh?
Most of your games seem to be from the same genre, so there should be a lot of repeating codes.
I've been making a lot of RPG game prototypes and I keep re-using my inventory and few other scripts.
I'm lazy =P
Posted by Zuurix October 21, 2017 17:02 - 1 month ago
| [#06]

Quote
And how do you keep programming fresh?

I change programming languages and libraries. This platformer, for example, uses a software renderer (the one I originally wrote for that 3D maze thing) and it's written in C. I have never written a platformer in C before.

Quote
Most of your games seem to be from the same genre, so there should be a lot of repeating codes.

But there aren't since I use different languages & libraries, like I said, but I also improve/change the code structure in almost every project.

Most interesting parts of my games are probably in the code, not in the games itself.

One thing I could do, though, would be trying new genres, or at least adding some complexity to the game mechanics. I have been thinking of making something turn-based because that's something I have never done - or if I have done, I have never finished.
Posted by Jani_Nykanen October 22, 2017 2:29 - 1 month ago
| [#07]

Quote
I have been thinking of making something turn-based because that's something I have never done - or if I have done, I have never finished.

From my experience, turn-based games require more coding to work than real-time games. (At least in RPG genre)
They are also very strict, you can make them work perfectly, without surprises.

I remember trying to play some of your platformers, but they were too hard for me, the controls and block placements weren't perfect, resulting in many game overs.

None of that would be a problem in a turn-based game.
Posted by Zuurix October 22, 2017 3:30 - 1 month ago
| [#08]

Quote
... the controls and block placements weren't perfect,

I ain't no Nintendo
Posted by Jani_Nykanen October 22, 2017 3:34 - 1 month ago
| [#09]

Not judging, I know how hard is to make platformers.
Posted by Zuurix October 22, 2017 4:42 - 1 month ago
| [#10]

Well, to be honest, with my latest two platformers, I didn't even try to make it "polished", I just wanted to have fun (and I did!)
Posted by Jani_Nykanen October 22, 2017 4:44 - 1 month ago
| [#11]

Its actually really cool to see that you've identified what the most fun part of game development is for yourself, and you're choosing to do that for entertainment over grinding through stuff you don't like to do with the goal of making production-grade games or something.

Keep on keepin' on. Seeems like you have our support. I assume next step is make your own language which implements the software renderer and write the game in that? :)

That actually sounds dope.
Posted by twisterghost October 22, 2017 8:01 - 1 month ago
| [#12]

Quote
I assume next step is make your own language which implements the software renderer and write the game in that?

I have been planning that, true. I have been thinking of making a scripting language that is interpreted "on fly". In other words, it does not compile to a bytecode that is run in a virtual machine (like Lua), but the script lines are read directly. This would be quite slow, but probably fast enough for small games with not too many loops.
Posted by Jani_Nykanen October 22, 2017 8:51 - 1 month ago
| [#13]

For funsies I was implementing an assembly-like language recently. I say assembly-like, but really it was just an iterative syntax where you could only have one command per line, with some arguments. It also saved the previous computed value from the lines above (for most commands) as an implicit variable (_)

Code

var hello 10
add hello 3
print _
// prints "13"


Thats super simple just to explain what I'm talking about, but I ended up getting pretty creative and extensive with it, the goal being give myself very few baseline functions, then build libraries based on that for everything else, so like:

Code

import "arrayUtils"

func double x
  mult x x
end

arr 1 2 3 4
var myArr _
arrayUtils.map myArr double
print _
// prints [2, 4, 6, 8]


Was fun to play with. Idk where it is anymore. Might have lost it on a laptop when it died :(

I wrote the interpreter in crystal, and given that the language was so simple, it ran pretty quick.
Posted by twisterghost October 22, 2017 9:20 - 1 month ago
| [#14]

Now I'm almost tempted to start writing my own language and make a small game - let's say Pong or Breakout - in it.
Posted by Jani_Nykanen October 22, 2017 10:29 - 1 month ago
| [#15]

Quote
I ain't no Nintendo

Jani does what Nintendon't!
Posted by Cpsgames October 22, 2017 11:55 - 1 month ago
| [#16]

Thanks to twisterghost, now I'm actually writing my own scripting language. It'll look like this:
Possible syntax (Show)


I have written a program that can read a file like that, parse the words and store them to different "subprograms". So it stores a data to thing like this:
C code (Show)

(Ignore that "raw")

No, don't ask why I'm doing this.
Posted by Jani_Nykanen October 22, 2017 14:24 - 1 month ago
| [#17]

Thanks to twisterghost, now I'm actually writing my own scripting language. It'll look like this:
Possible syntax (Show)


I have written a program that can read a file like that, parse the words and store them to different "subprograms". So it stores a data to thing like this:
C code (Show)

(Ignore that "raw")

No, don't ask why I'm doing this.
Posted by Jani_Nykanen October 22, 2017 14:25 - 1 month ago
| [#18]

Quote
No, don't ask why I'm doing this.


You don't need a reason. Toying with building a programming language is hella fun.
Posted by twisterghost October 22, 2017 20:01 - 29 days ago
| [#19]

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