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321
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Feedback / DevLogs / Re: Ink Battle (One Game a Month)
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on: February 25, 2013, 06:41:53 AM
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Aww yeaaaa- That was a surprisingly fun multiplayer game, even if it was really simplistic. But I guess almost any game is better with multiple players on the same keyboard.
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322
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Feedback / DevLogs / Re: Control Room (#onegameamonth)
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on: February 25, 2013, 03:01:21 AM
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After a creative pause, I think I'll actually try to get this damn thing done now, by looking at it from the "finite state machine" perspective.
Besides that other game, I've actually been working more on March's project in February (which correlates with the fact that it's frankly more fun to work on). I'll make a devlog for that soon.
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329
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Feedback / DevLogs / Re: Screenshot Saturday
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on: February 21, 2013, 09:24:32 AM
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I wish this page hadn't happened.
This is one of those threads that could benefit from stricter moderation, like being locked while it's not Saturday in any time zone. There's too much idle chatter, posts that quote the same images we just saw, generally things that aren't weekly in-game footage.
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334
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Developer / Technical / Re: The grumpy old programmer room
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on: February 11, 2013, 04:33:50 AM
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C++ woes. A template function didn't compile, so I was told to move it into the header... which revealed some circular dependency issues... that only got worse as I started fixing them. 
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335
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Developer / Design / Re: Show us your level design
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on: February 10, 2013, 01:27:51 PM
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My ideal environment is a level editor that allows you to edit and playtest rapidly. Jetpack and N are good examples. I try to make a simple editor early on for my games that have clear levels. But I also rely on pen & paper a lot. It's a better medium for thinking in concepts, puzzles, and themes rather than tiles. Sketching in an image editor is quite rare for me, it's like the worst of both worlds.
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336
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Player / Games / Re: What are you playing?
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on: February 10, 2013, 05:42:01 AM
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Unreal World is considered a shareware classic in Finland, but I guess it's only recently started to get recognition elsewhere.
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337
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Feedback / DevLogs / Re: Screenshot Saturday
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on: February 09, 2013, 05:48:05 AM
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Just an afternoon cruise on an invisible spaceship.  C++ and SFML. I'm not sure if it's Stockholm Syndrome or what, but I'm beginning to like the language.
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339
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Feedback / DevLogs / Re: Control Room (#onegameamonth)
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on: February 05, 2013, 06:15:40 PM
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I have somewhat of a "writer's block" with this project. I think this is partly because some of the rules are clumsy, so the gameplay isn't as fun as I'd hoped, and it's not convenient to make puzzles that make you think in states.
Firstly, even simple levels have pretty convoluted programs. That's not necessarily a bad thing in itself, but movement code is tedious. It feels like handling C char arrays when you really just want Python strings.
So I've been gradually taking the in-game language to a different direction, resembling finite state machines. Commands can place the bot in multiple states that have constant consequences, and each of them influences what states can be activated or deactivated. For a trivial example, you can't drop items when you're not in the carry state, and you can't carry when you're already in the carry state.
Ultimately, it has to do with spaces. Functions are spaces that have their interrupt values and return values. The language can be seen as a space containing a variety of states. In a larger sense, even a puzzle is a space, where you're supposed to get into a state where it's considered solved. It's something that I feel like I've been trying to grasp, and makes me think why didn't I approach the in-game programming like that in the first place.
In the meantime, I've already started building the foundations of March's project, because I just want to get some work done. I've reached the point where I can't view this project objectively anymore; there are times when it stops being a fun project and instead just some task I want to "get over with". Luckily I'm too much of a perfectionist to release it before I'm completely satisfied with it.
It's time to look at Control Room from a different perspective, to re-evaluate what's supposed to make it fun.
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