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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

#91
post #35

Earlier quoted context omitted.

Have you tried Roblox?

I thought Roblox was a game... is it also a game making platform?

Most of the Roblox games are user created. It ships with Roblox studio.

Just remember that the average age of a Roblox player is like 8, so in-depth RPGs or complex sim games probably won't get a lot of traction.

Re: VVVVVV’s source code is now public, 10 year anniversary jam happening now

#92

I bought this game for 1 dollar (in the first Humble bundle) and I still consider it as of the most fun games ever. Simple controls, catchy music, interesting mechanics (for its time), nice difficulty, without being "unfair". It has everything. If you like platformers and simple games you should check it out.

I'm giving a side-eye to that 'without being "unfair"' comment. I remember a few levels with some real bullshit.

Re: VVVVVV’s source code is now public, 10 year anniversary jam happening now

#93
post #22

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…

Would it be ridiculous to write a Flash game then package it with Electron bundled with a Flash Player? I feel like the issues most people have with Flash are one of two things. It isn't a great choice for rich interfaces (especially things that aren't games) when considering accessibility and different screen sizes. It also presents security vulnerabilities when it was intended to be sandboxed. By moving it from web…

Dude just export to Flash Player. Electron is such a ridiculous resource hog

Re: VVVVVV’s source code is now public, 10 year anniversary jam happening now

#94
post #77

Earlier quoted context omitted.

OSI got bad legal advice and quickly abandoned the trademark of the term "open source" itself. https://trademark.trademarkia.com/open-source-75439502.html Bruce Perens regrets this[1]. But they could have. The term was not generic when they coined it. It really is like "kleenex". ---- [1] private communication

But due to how trademarks work, they would have had to then aggressively protect that trademark with lawyers and stuff and I have a hard time imagining that working out all that well with a lot of us open source software enthusiasts and companies. Simply put, I think if the name “open source” was a trademark, the open source community would still exist, and businesses would produce open source software as they do tod…

It wouldn't be such a big deal. As the current situation with VVVVV shows, we already kind of have our own little informal community-driven "trademark enforcement", and it works.

Re: VVVVVV’s source code is now public, 10 year anniversary jam happening now

#95

This 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…

Thank you for doing this.

Could a mod please change the HN title to match the new article title?

Re: VVVVVV’s source code is now public, 10 year anniversary jam happening now

#96
post #79

Earlier quoted context omitted.

indeed, Ethan Lee's portfolio is impressive ! http://www.flibitijibibo.com/index.php?page=Portfolio/Ports I wouldn't have thought linux games were such a small thing, for a single person to have worked on so many of them

That's an impressive collection of Indie games. This looks like the classic example of a consultant gig. You have some specialized knowledge of how to solve a problem that's easy when you know what you're doing. Indie devs can hire you for a day and check off that "Linux support" box so they can show up in a Humble Bundle and make a little more than you spent on the consultant with those 5% or so Linux gamers. > Drea…

Dating Dads is probably the least risqué thing in that genre.

Re: VVVVVV’s source code is now public, 10 year anniversary jam happening now

#97
post #22

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…

There are also great Javascript platforms for all kinds of purposes these days. As a former flash developer (hobbyist level) I do not miss Flash at all.

> There are also great Javascript platforms for all kinds of purposes these days.

Except nothing replace it in a one-stop do it all like Flash was able to do. You open it, you had a timeline that could contains both graphics and code, you could easily reference them on the IDE directly, and then when exported, it was a single binary file that could be shared everywhere and could easily be made quite secure. That meant that there was platforms like Mochimedia that allowed you to import a SWF, that added the ads and it was shared on multiple thousands website for people to play on.

Nowadays you have to use a bunch of different tools, which sure is more flexible in a way but it's a barrier big enough to remove any desire to do a quick prototype for fun. There's software like Unity which is amazing (and a proof that a one-stop software is highly preferred by people), but it's made for bitmap or 3D graphics, which both are made over an other platform and are more complex to handle than vectors that just works great in any context.

That's while considering that everything can be done, which isn't really true because even in term of performance, it took a decade for JS to reach a performance similar to what Flash was able to do at the time. The vector editor was so good that I knew many people that preferred it over Illustrator. I was able to do some nice graphics easily on it, I tried to do the same with Illustrator nowadays and I just can't.

> As a former flash developer (hobbyist level) I do not miss Flash at all.

Lucky you.

Re: VVVVVV’s source code is now public, 10 year anniversary jam happening now

#98
post #22

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…

And Adobe let it rot.

Re: VVVVVV’s source code is now public, 10 year anniversary jam happening now

#99

This 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…

> Open source is defined by the OSD, which this license doesn't qualify for

The OSD isn't an arbiter of what is and isn't. Open-source is a flexible term, and insisting that projects must meet definitions A, B, and C is just going to fragment the community and exclude people.

Re: VVVVVV’s source code is now public, 10 year anniversary jam happening now

#100

Earlier quoted context omitted.

From the article: > For example, maybe my worst programming habit is declaring temporary variables like i, j and k as members of each class, so that I didn’t have to declare them inside functions (which is annoying to do in flash for boring reasons). This led to some nasty and difficult to track down bugs, to say the least. In entity collision in particular, several functions will share the same i variable. Infinite…

> which is annoying to do in flash for boring reasons Does anyone know what are these boring reasons? I've used AS2 and AS3 extensively and don't remember this ever being an issue

Same here. The only thing I can think of is variable hoisting, but I don't think that's annoying enough to prefer this other approach.
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