"Well, we are programmers, we should be able to fix it." What an awesome "beginner's mind" perspective. It's too easy to write off a potential solution as difficult or impossible - but why not adopt this attitude, and at least try?
Absolutely, and having 30+ years of troubleshooting experience on a wide range of hardware and software platforms also help :) It's very inspiring to read about a problem and having the solution explained as matter-of-factly as here.
Before the iPhone, I worked on a few games for what were called "feature phones"
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Re: Before the iPhone, I worked on a few games for what were called "feature phones"
#162John Carmack writes: > Unlike most emulator projects, Kemulator turned out to be closed source abandonware It is amazing that in the past two decades most emulators transitioned from closed source closely guarded secrets to open sourced and often under a popular license. The preservation is unparalleled.
It surprises me the number of people who thought they could make money selling emulators, in what is and has always been almost exclusively dedicated to piracy.
Re: Before the iPhone, I worked on a few games for what were called "feature phones"
#163I worked at a startup, Javaground [1], where we ported and developed games for J2ME phones. We had a room full of dressers full of all the different mobile phones of the day. Each phone had different implementation quirks, such as variable audio delay when playing a file, audio/image formats that were faster/slower, odd button events (some used press, some used ondown, some had no ondown, etc). A lot of our work was…
I honestly miss these times - it sparked so much creativity when one needed to achieve something in such a limited environment.
Re: Before the iPhone, I worked on a few games for what were called "feature phones"
#164Earlier quoted context omitted.
Ever since Mojang was sold to MS in 2014, I'd say his notoriety has dropped quite a bit. Most people that would have been familiar with him are now in their mid teens at the youngest.
Even before Notch left I'd say others like Jeb or Dinnerbone were more commonly known in the Minecraft communities as they were more active in the community & posting about upcoming things. (then of course Notch went off the deep end and most communities rapidly began distancing themselves from him...)
In the 90's and early 00's, many big names practically were studio, the brand.
Re: Before the iPhone, I worked on a few games for what were called "feature phones"
#165I'm not sure that in the present day of massive teams and > $100 million budgets that there's much room for new celebrity game developers to emerge on that scale. Pretty much every gamer knows who he is. Now, even the biggest breakthrough indie game with a 5 person dev team wouldn't become a household name. These days it's the studios themselves that get most of the credit. Which may only be fair: When there's 100+ p…
It’s not as recent as it seems in my mind, but Notch is a relatively well known game dev. And in the younger crowd he may be even well known than Carmack.
Re: Before the iPhone, I worked on a few games for what were called "feature phones"
#166I tried running games from 2004 earlier this week and all failed in a spectacular fashion. I thought Windows was all about supporting legacy 32-bit applications.
Re: Before the iPhone, I worked on a few games for what were called "feature phones"
#167I'm not sure that in the present day of massive teams and > $100 million budgets that there's much room for new celebrity game developers to emerge on that scale. Pretty much every gamer knows who he is. Now, even the biggest breakthrough indie game with a 5 person dev team wouldn't become a household name. These days it's the studios themselves that get most of the credit. Which may only be fair: When there's 100+ p…
It happened recently with Markus Persson and Jonathan Blow.
Had Minecraft come from a major studio, even hitting it just as big, I don't think we associate it nearly as much with particular devs, and I can't think of another indie hitting it like that in the last decade. But if big names do still emerge, I think it will be from small breakthrough indie teams.
Re: Before the iPhone, I worked on a few games for what were called "feature phones"
#168I'm not sure that in the present day of massive teams and > $100 million budgets that there's much room for new celebrity game developers to emerge on that scale. Pretty much every gamer knows who he is. Now, even the biggest breakthrough indie game with a 5 person dev team wouldn't become a household name. These days it's the studios themselves that get most of the credit. Which may only be fair: When there's 100+ p…
I think you are right. The closest I can come to a modern example would be Darkest Dungeon (made by 2 people) and Slay the Spire/Stardew Valley (both made by single devs) however owing to your point I don’t remember their names despite reading about them at least a few times. I would recognize John Carmacks face in a crowded room not to mention obviously unlikely to ever forget his name.
Re: Before the iPhone, I worked on a few games for what were called "feature phones"
#169Yesterday i just ordered myself a feature phone and now I see this tweet about game development on feature phones What a coincidence !!! Anyways has anyone still using feature phone, i would love to hear your experience