You know, people like to crap on Flash (and there are valid reasons to do so), but I really miss how quick you could get a game built with it, while it still felt like "real" programming. With Flash, I felt like a nice "one-stop-shop" in a lot of ways; you could draw your graphics, animate them, and code them, and you could get a simple game made in an hour or two. I haven't tried Unity or really any other dedicated…
You can still do with haxe: https://haxe.org/use-cases/games/ Haxe is somewhat a flash clone. https://github.com/HaxeFoundation/haxe/
VVVVVV’s source code is now public, 10 year anniversary jam happening now
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Re: VVVVVV’s source code is now public, 10 year anniversary jam happening now
#52Quite cool, although the license is quite strict: https://github.com/TerryCavanagh/VVVVVV/blob/master/LICENSE....
It looks similar to e.g. Quake 3's license, source is open but assets aren't.
The assets are a different problem. You can use the code without the assets and vice-versa.
[1] https://github.com/id-Software/Quake-III-Arena/blob/master/C...
Re: VVVVVV’s source code is now public, 10 year anniversary jam happening now
#53Earlier quoted context omitted.
You can still do with haxe: https://haxe.org/use-cases/games/ Haxe is somewhat a flash clone. https://github.com/HaxeFoundation/haxe/
If you happen to know, how does haxe compare to Godot? Would you say it's simpler to draw and get a very basic game/prototype up and running?
Re: VVVVVV’s source code is now public, 10 year anniversary jam happening now
#54[0] gamesdonequick.com [1] https://www.reddit.com/r/speedrun/comments/ek9zmz/agdq_vod_t...
Re: VVVVVV’s source code is now public, 10 year anniversary jam happening now
#55Earlier quoted context omitted.
You can still do with haxe: https://haxe.org/use-cases/games/ Haxe is somewhat a flash clone. https://github.com/HaxeFoundation/haxe/
Does Haxe have drawing tools too? I thought it was just a programming environment (very possible I'm wrong though).
Re: VVVVVV’s source code is now public, 10 year anniversary jam happening now
#56Earlier quoted context omitted.
You can still do with haxe: https://haxe.org/use-cases/games/ Haxe is somewhat a flash clone. https://github.com/HaxeFoundation/haxe/
Does Haxe have drawing tools too? I thought it was just a programming environment (very possible I'm wrong though).
Re: VVVVVV’s source code is now public, 10 year anniversary jam happening now
#57The Awesome Games Done Quick speedrunning marathon [0] ran this game this morning. I didn't get a chance to see it, but I wonder if they mentioned anything about its tenth anniversary? Watch for the video here [1] after today's stream is archived. [0] gamesdonequick.com [1] https://www.reddit.com/r/speedrun/comments/ek9zmz/agdq_vod_t...
Re: VVVVVV’s source code is now public, 10 year anniversary jam happening now
#58I will note that this is actually the source code of the C++ rewrite! The original game was written in Flash, and this version was apparently written by Simon Roth.
My impressions: The source code is a bit of a tangle here. There are magic numbers (https://wiki.c2.com/?MagicNumber) all over the place, plenty of god classes (https://wiki.c2.com/?GodClass), and in general you will have to do a bit too much archaeology to figure out what a particular class or member function is supposed to do (the function and class names don’t give you enough, and there are no comments to help out). There are a few WTFs in here, like the "int i, j, j;" in Script.h.
THAT SAID, This is not really out of the ordinary for successful, released, real games. It’s not really different in style from the Celeste Player code.
https://github.com/NoelFB/Celeste/blob/master/Source/Player/...
But if you’re writing a game of this size or complexity, I recommend doing some refactoring work along the way. In my experience, this will reduce the amount of insanity in the project towards the second half of the development cycle.
But I am always more impressed by ugly code behind a good game than I am by clean code behind an unreleased, unfinished, or unfun game.
Re: VVVVVV’s source code is now public, 10 year anniversary jam happening now
#59This is really great! I wish they wouldn't call it "open source", though. It looks like a source-available license: https://github.com/TerryCavanagh/VVVVVV/blob/master/LICENSE.... If Terry is reading this, please correct your article. The correct terminology is important! Open source is defined by the OSD, which this license doesn't qualify for: https://opensource.org/osd Kudos for releasing your game's source, thoug…
To be a bit pedantic, your statement is a slightly ambiguous.
They have a good/accurate definition of open source. They don't "define it" in that they can change the definition to mean "and the packaging must be blue" and that becomes part of what open source means.
Re: VVVVVV’s source code is now public, 10 year anniversary jam happening now
#60Did they use a transpiler or something for the mobile version? Lot of magic numbers and odd code like this if (t == 0) t = 0; if (t == 1) t = 20; if (t == 2) t = 14; if (t == 3) t = 15; if (t == 4) t = 13; if (t == 5) t = 16; or case 17: blocks[k].prompt = "Press ENTER to activate terminal"; if(mobilemenus) blocks[k].prompt = "Activate terminal"; blocks[k].script = "terminal_warp_1"; setblockcolour(k, "orange"); trig…
This just looks like typical game dev code to me. You treat the code like a scratchpad, exploring the space and looking for things that work well. Lots of things written once and never touched again, lots of things written with magic numbers because that makes it easier to delete.