16,818 karma · joined November 1, 2010
You might like some of the stuff I draw...
The Tarot of the Silicon Dawn: Bright, cartoony, full of modern imagery. There is a card named "Recursion", which has a type-in Python program in the text explaining it. Available on any big online bookstore (Amazon, B&N, etc) or ask your local comic/game/occult/book store. Decrypting Rita: A sci-fi web comic about a cyborg/robot lady with reality issues. Completed. http://egypt.urnash.com/rita/
I do not consent to my comments here, or anything by me you may find elsewhere on the web, being used to train your AI.
I sure ain’t upgrading my Mac any time soon if I can help it.
You could say that the human who hooked up an AI that did something that's already illegal is liable for the AI's actions. You could say that setting up an AI to do something illegal results in, ooh, an automatic multiplier of 10x on whatever the penalty for its illegal actions are.
Probably you should screengrab some games from the first couple years of the SNES’ life and doodle things for your game that look like those screens. Possibly some later games that more directly inspired the game you’re making, too. Possibly you should read up on the precise technical limitations of its graphics and be precise about how many colors and moving objects you allow yourself. Possibly you might decide to break those limitations for the sake of making the game more fun, but it’s probably better to break them knowingly.
Then look at DOS games from that era. Same decisions and rabbit holes as above. Does it feel like there’s a harmony between them? Does one feel much better for the game you want to make? Play with shitty TV filters on the SNES and DOS shots.
Then doodle some things with fewer limitations. How do they feel? Does the lack of limitations make it easier or harder to animate an entire new game entity? And which one is more fun? Experiment, sketch, play, explore. It’s art. It’s also business. Maybe. Maybe you have a skazillion bucks to pay your bills and pay artists and musicians and whatnot while you develop it with no care for it selling even a single copy. Limited funds can stretch further with limited scope.
There is no single right answer to these questions. You need to find them yourself.
I think a lot of this is due to where the nostalgia is being aimed. The number of pixelly games trying to look like a c64 or Amiga is vanishingly small compared to the number trying to look like an NES, SNES, or Genesis. (Or a PSX or N64.) And they’re mostly trying to make things like early first-party hits, not later third-party games that do crazy techniques. How many 8-bit-looking games sound like a Tim Follin soundtrack?
And of course given that those machines are from a generation that stopped being the new hotness about 30y ago, we have pro pixel artists who have never seen a game through a shitty connection to a TV unless they deliberately sought one out or had obsessively retro gaming parents; they just like making these square mosaics look like things.
Raid Over Bungelling Bay grew into Sim City, which had remakes over two decades and spawned an entire genre of "city builders", I think there is indeed an argument that it became an "all-time great".
reject game metaphors
accept that your life is what you make of it
reject every possible demand on your energy that does not bring you joy (there will be compromises; weigh them)
eat the rich
Looking at the Steam page for this game, there's a "year 10 roadmap" post.
The current mayor of NYC is a DemSoc so he might have some ideas about keeping NYC's money in the pockets of middle-class NYC citizens.
* https://www.theverge.com/ai-artificial-intelligence/975017/, https://www.lesswrong.com/posts/6ZnznCaTcbGYsCmqu/, https://spiralism.website if you want to test how strong your defenses are against this particular meme
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A 3rd World Embedded Engineer Learns About Caching Generated HTML The Hard Way.
Solar Ash - rail-grinding and schmoovement, with a joyfully colorful visual style and a melancholy story, well worth the ten bucks or so it is on Steam right now
Hyper Light Breaker - free-roaming online roguelike, did not make it out of early access, really not worth the twenty bucks or so it currently is
Possessor(s) - a very pretty and melancholy metroidvania, a great value for the two bucks it's priced at on steam
Last I heard Heart Machine seems to have pretty much evaporated, their bluesky is pretty much nothing but nine-month-old reblogs of their laid-off devs posting their Linkedins. Maybe it will return but I'm not holding my breath.
Well have fun delving into programmatic censorship I guess. Or just take it out. If you take the former path and post about trying to fix it here then I'm sure you'll get a lot more free testing of your attempts to enforce civility through regex or whatever. Enjoy learning about the Scunthorpe problem.
https://www.youtube.com/playlist?list=PLD6ujQ0tHAv2qLS5FKH6B... - chopped beats, glitched words, everything you would expect in a love letter to Jet Set Radio
https://halberball.bandcamp.com/album/fragrance-point-soundt... - absolutely perfect noises for a game that looks like a 90s rave flier
https://supergiantgames.bandcamp.com/album/hades-original-so..., https://supergiantgames.bandcamp.com/album/hades-ii-original... - hades and its sequel shifts seamlessly between lutey-flutey strumming, hard rock, ballads, and sets the heck out of its mood
https://momojams.bandcamp.com/album/flipwitch-original-game-... - this horny metroidvania can fit so many electro-swing bangers in it
https://blackpantsgamestudio.bandcamp.com/album/tiny-big-sou... - sideways grooves and gloriously self-indulgent prog
https://polybius-ost.bandcamp.com/album/polybius-the-origina... - so much blissful techno to stare fixedly at blinking lights to, while the Welsh wizard who wrote it repeatedly insists that you are not being programmed by this experience in any way
Manic Mansion, MM2, The Cave, Thimbleweed Park, and now TWP2: Gilbert's. Possibly also some of the many kid's games he did https://en.wikipedia.org/wiki/Ron_Gilbert#Games
Broken Age is the only one of the many, many games Tim Schaefer lead that does it. https://en.wikipedia.org/wiki/Tim_Schafer#Ludography
I have generally found it to be some tedious bullshit that stretches out the length of the game far, far too much, and I grew up playing a lot of these point and click adventures.
fizzle fade, munching squares, horizontal/vertical/circular/pinwheel/etc wipes - anything that lets you replace a small number of pixels in the display buffer each frame.
I sure spent a lot of time on Furry. I think the penultimate time I logged on there was something like a decade ago; the last time was to attend Tugrik's wake.