FLYINGJESTER'S PROFILE
I am the Jester.
I make games using JavaScript, C, C++, Mercury, Java, Assembly (amd64 and UltraSparc) and Python. I used to use Sphere a lot, but I'm more into C/C++ and Mercury nowadays. I still use JavaScript and embed it sometimes, and I usually use Python for build systems and system management.
I wrote TurboSphere, which is a recreation of the Sphere Game Engine with a number of major improvements. I'm not really working on it anymore.
I'm surely going to finish making a game someday. I mean, sooner or later, it's bound to happen. Right?
I make games using JavaScript, C, C++, Mercury, Java, Assembly (amd64 and UltraSparc) and Python. I used to use Sphere a lot, but I'm more into C/C++ and Mercury nowadays. I still use JavaScript and embed it sometimes, and I usually use Python for build systems and system management.
I wrote TurboSphere, which is a recreation of the Sphere Game Engine with a number of major improvements. I'm not really working on it anymore.
I'm surely going to finish making a game someday. I mean, sooner or later, it's bound to happen. Right?
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No-RM Event
That's odd...I'm feeling fairly sick, too.
All I got done today was spriteset image loading and a unit cursor.

All I got done today was spriteset image loading and a unit cursor.

Alternate Difficulty Levels: Feature Toggles
What I would worry is that the game would be notably more fun with or without the features that are toggled. Then perhaps you would wish that the feature was not directly tied to difficulty.
No-RM Event
Real event processing is working, and turns now work. Once I implement real unit creation and movement, it will actually behave liek gam :D
Somehow I finally am able to write Quake II-style server-client architecture single-player games.
Funny, I don't feel like I learned anything between then and now. Except now I can do it, and before I couldn't.
Born Under the Rain
GOG is a an alternative, too. They will sell indie games, and are generally less draconian than Valve and Steam :)
[General Design] What is the worst implemented/thought out system you've encountered?
I think that more often, I play a game, and I really like the first half-hour or so. Then they introduce a new mechanic, a new style of play, a new type of level, etc. And I think, 'Well, this is not really as fun as the first part, but at least there is variety. Hopefully the next thing will be as good as the first part!'.
Then it dawns on me, I just finished the tutorial. That thing I hate is actually the core of the game now. All that fun before? Yeah, that was cool. But no. Now you know what the game is actually about.
For instance:
Escort and defending missions in Star Wars: Rogue Squadron.
Set-piece battles in Age of Empires III on DS.
The on-foot part of Star Fox Adventures.
Region dynamics in Sim City 2014.
Actually, forget I mentioned Sim City 2014...I could pick out any part of that game and call it out for being poorly designed and shoddily implemented, detracting from the fun you can clearly see is possible, but which remains just outside your grasp. That game is error. That game reminds you of your own mortality in all the wrong ways. That game is eternal longing for something you eventually realize you can never quite have.
Then it dawns on me, I just finished the tutorial. That thing I hate is actually the core of the game now. All that fun before? Yeah, that was cool. But no. Now you know what the game is actually about.
For instance:
Escort and defending missions in Star Wars: Rogue Squadron.
Set-piece battles in Age of Empires III on DS.
The on-foot part of Star Fox Adventures.
Region dynamics in Sim City 2014.
Actually, forget I mentioned Sim City 2014...I could pick out any part of that game and call it out for being poorly designed and shoddily implemented, detracting from the fun you can clearly see is possible, but which remains just outside your grasp. That game is error. That game reminds you of your own mortality in all the wrong ways. That game is eternal longing for something you eventually realize you can never quite have.
No-RM Event
What are you thinking about right now?
Sometimes I have a similar experience when I am in a fitful rest. I'll be tossing and turning, and in my more lucid moments I will recognize that I've been turning over in my head some code I had written that day. Sometimes I'll recognize that what I imagined was different in some way, and I'll think about whether it was an improvement or not. Often, I will have dreamed of something simply removed.
A lot of my better ideas come about that way.
A lot of my better ideas come about that way.
No-RM Event
https://github.com/FlyingJester/AthenaTBS
It's a turn-based strategy game. Think a mix of Fire Emblem and Sim City. The engine is full-custom, and the graphical and audio assets are all original.
So it's probably going to be kind of ugly and buggy. But hey, I made it myself :)
I decided to make a few technical restrictions on the engine's implementation. It's written in honest ANSI C. But I am not using any loops, only recursion.
I'm writing an original software renderer (now with full alpha blending and color masking), and it's using the font rendering engine and the JSON parser I wrote for the McBacon Jam 2 game. I've taken the audio plugin I wrote for TurboSphere and I'm using the guts of that for audio.
EDIT:
Now with buildings working (well...'working'...)

It's a turn-based strategy game. Think a mix of Fire Emblem and Sim City. The engine is full-custom, and the graphical and audio assets are all original.
So it's probably going to be kind of ugly and buggy. But hey, I made it myself :)
I decided to make a few technical restrictions on the engine's implementation. It's written in honest ANSI C. But I am not using any loops, only recursion.
I'm writing an original software renderer (now with full alpha blending and color masking), and it's using the font rendering engine and the JSON parser I wrote for the McBacon Jam 2 game. I've taken the audio plugin I wrote for TurboSphere and I'm using the guts of that for audio.
EDIT:
Now with buildings working (well...'working'...)















