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878701 Posts in 32932 Topics- by 24342 Members - Latest Member: Renegade68

May 22, 2013, 12:35:24 PM
TIGSource ForumsPlayerGames0x10c
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BlueSweatshirt
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« Reply #150 on: April 11, 2012, 11:51:37 PM »

What I'm curious about is how many people will actually try to code.
And out of that, how many people will become interested in programming, just from this game.

This is way better than that FPS for teaching coding that was on Kickstarter a while back.  Cool
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alastair
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« Reply #151 on: April 12, 2012, 12:30:53 AM »

Can you use Game Maker in this game?
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Guillaume
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« Reply #152 on: April 12, 2012, 08:07:22 AM »

Can you use Game Maker in this game?

Screw GM, we want RPG Maker!
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Aquanoctis
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« Reply #153 on: April 12, 2012, 08:12:33 AM »

I want the 3D GameMaker.
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Guillaume
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« Reply #154 on: April 12, 2012, 08:16:50 AM »

Quote
Now anyone can build their ideal game in seconds.

With just one click of a mouse, you can create a uniquely playable game without needing any programming knowledge or artistic skills at all.

 Shocked
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Schoq
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« Reply #155 on: April 12, 2012, 08:55:29 AM »

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DavidCaruso
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« Reply #156 on: April 12, 2012, 09:09:20 AM »

I want the 3D GameMaker.

Hahahaha this is such a blast from the past. I remember when I was like 10 I had this book called "Awesome Game Creation: No Programming Required" and one of the chapters was specifically about this, the attached CD came with a free lite version (along with stuff like a TGF trial, Game Maker, "PIE 3D Game Engine," etc. but I already had purchased Multimedia Fusion to make crappy Sonic fangames with the default Platform Engine by this point so I didn't care too much about those.) I thought it was so cool until I realized all I could basically do was copypaste premade parts organized by preset themes to make my "game."

Anyway I like how in that screenshot he has a clone of C64 BASIC running on what is supposed to be a 16-bit microcomputer. I wonder if anyone is going to try to program 0x10c in the 0x10c programming language.
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« Reply #157 on: April 12, 2012, 09:13:23 AM »

i actually had the full version (bought from a bargain bin) as a kid. my first "gamedev" tool ever.
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Trevor Dunbar
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« Reply #158 on: April 12, 2012, 11:50:15 AM »

The performance was always so shit on TGC products, even in DarkBasic pro.

Forget using their built-in collision functions.

Drawing fonts can bring your games to their knees. Easily can cut your framerates into a quarter or half depending on how much text you draw.
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Toucantastic.
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« Reply #159 on: April 12, 2012, 03:19:24 PM »

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The performance was always so shit on TGC products
lol the performance was the 3D gam makr's smallest problem
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« Reply #160 on: April 16, 2012, 07:00:14 AM »

i always thought he would just add something like this to minecraft.
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Squid Party
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« Reply #161 on: April 16, 2012, 11:35:34 AM »

i always thought he would just add something like this to minecraft.

so did I....  Concerned
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« Reply #162 on: April 16, 2012, 01:33:35 PM »

i always thought he would just add something like this to minecraft.

so did I....  Concerned

And they accuse Notch of being overambitious Cheesy
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« Reply #163 on: April 16, 2012, 02:45:04 PM »

Second Life lacked mechanics on the simple end for less skilled players. In Minecraft, digging a block and placing it on top of another block is simple, and a player is encouraged to do so within minutes of starting the game. Second Life has a huge learning curve to overcome before you can take the first step from being an observer to a contributer.

That may be true, but learning an entire assembly language sounds like a much bigger barrier than Second Life's scripting language.

It's not like anyone's going to have to learn x86 assembly language and some really complicated architecture before being able to do anything useful (dear god why did my first computer have to be x86??).

I did a quick count of 8086/8088 instruction variations, IIRC each one has a different opcode, at http://en.wikipedia.org/wiki/X86_instruction_listings - 118.

6502 assembly (http://e-tradition.net/bytes/6502/6502_instruction_set.html), which Notch had originally tweeted a bit about possibly using (much to the excitement of certain game industry vets) until he said it was too complicated, only has 56 instructions.

DCPU has, at the moment, a grand total of 16 basic opcodes + 1 extended opcode. There's space reserved for up to 63 additional extended opcodes. For an assembly language, it's quite simple, at least for now.

Given that there's already community support building around this on github, there's very likely going to be tutorials written so that even an absolute newcomer to programming could grasp it. And if there's to be actual money involved with being good at it, I'd also expect e-books, if not actual paper-bound books written on "Teach Yourself DCPU Programming in 21 Days!"
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Squid Party
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« Reply #164 on: April 17, 2012, 09:46:15 AM »

i always thought he would just add something like this to minecraft.

so did I....  Concerned

And they accuse Notch of being overambitious Cheesy

who?  Undecided
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