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How to Make a Nintendo 64 Game in 2026
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Re: How to Make a Nintendo 64 Game in 2026
#72Earlier quoted context omitted.
what makes him/them a war criminal?
Sponsoring a genocide, I would guess?
Re: How to Make a Nintendo 64 Game in 2026
#73Re: How to Make a Nintendo 64 Game in 2026
#74Re: How to Make a Nintendo 64 Game in 2026
#75Earlier quoted context omitted.
There is something so charming about the N64/PS1 era. They were so unique in their own right and you could tell at a passing glance which system was displaying on the screen even if you didn't know what game it was. Two radically different systems at the dawning of 3D console games. I bought a MiSTer for me and my son and we played the heck out of Mario Kart 64 and Mario Golf. I think he picked up my "gaming is dead…
I love that. My wife and I are hopefully having kids soon and that's one thing I really want to encourage. Not to say that modern games aren't any good, but there's an increasing lack of respect for the player's time and wallet. The goal is shifting to maximizing value because they're getting more expensive to produce, but increasing the game price itself is a cardinal sin. Not to mention that live service games just…
Pop in a game on N64/Gamecube and you're controlling the character within 10 seconds every time.
The modern upgrades for those generations really make them great - the 8BitDo kit to make an N64 controller wireless, N64 Summercarts, replacing the optical drive in Gamecubes with a memory card reader...
Re: How to Make a Nintendo 64 Game in 2026
#76Earlier quoted context omitted.
It's just not the same. I made games for the PSP and Vita and it's "different" than making games for Windows or Playstation/Xbox. There's something about seeing your creation on a tiny handheld. I guess maybe nowadays we got desensitized to it because our phones are actual supercomputers which can run Fortnite without breaking a sweat, but making a device with 2MB of ram play your game as you imagined it is just hype…
I'm not trying to be dismissive here - I am the type to be into the nitty gritty nerdy stuff that using Claude skips, BUT I have exactly zero experience developing anything for a legacy hardware platform in any capacity (with or without Claude) so genuinely curious to learn varying perspectives here. Is it about the idea of the platform having limited capabilities (e.g. akin to Game Bub or MiSTer) or about tactile ae…
Re: How to Make a Nintendo 64 Game in 2026
#77Strange choice to go for a raycaster with sprites on the N64. The hardware is basically begging to be fed textured polygons.
Re: How to Make a Nintendo 64 Game in 2026
#78Earlier quoted context omitted.
On the subject of learning something... Compare your comment to the sibling from Flashtoo. One is genuinely inquisitive and displaying willingness to learn, the other is just dunking all over someone.
One thing that grates with that style of comment though is the implication (whether intended or not) that the link/post author wasted time and could have just had an LLM do it instead. And I think it’s important that we make clear that that style of comment is not welcome here. If there’s elaboration on why an LLM is being used… do it in the original comment? Otherwise it’s just annoying and serves no purpose
We're living in an amazing time where an algorithm running on a GPU can create novel things by itself and it's just exciting to share what it can do.
I love reading about what people have managed to get running with Claude, because honestly it's amazing that these models can do any of the things they're now doing.
I also enjoy seeing what crazy, cool creative things people are doing.
Re: How to Make a Nintendo 64 Game in 2026
#79Earlier quoted context omitted.
I mean, there is plenty of people out there who enjoy the process of making a game(they have a really clear idea of gameplay mechanics they think would be fun when put together) but they really don't enjoy programming at all. I guess it's kinda the same - I Want to see my game happen, I don't want to code it. Which isn't that different from where all the other tools are leading us anyway. Nowadays you can make a vide…
> Nowadays you can make a video game by just downloading an engine and building everything using the included scripting language most of the time - no need to understand rendering, IO, input or anything else. I don't disagree, but I don't see it as a positive, looking at the current game releases and their performance being shockingly unoptimised, there is a lot of lost real world value in knowing the lower level det…
I've been a low level engine programmer in video games all my working life. I worked on a few AAA games that sold 20M+ copies, I'm not saying this to boast, I'm saying this to say I know how the sausage is made. My literal day to day job is fixing issues like "The RHI thread on the Switch takes 0.5ms longer than it should" and optimizing things as much as possible.
I think if you asked me few years ago, I would have also taken the same stance you did - that these tools make it "too easy" and we get unoptimized crap out there.
But you know what, nowadays I feel like I mellowed out a lot. A lot of these so called "friendslop" games are horrible in terms of technical work. And you know what? They still bring joy to people. They still make people laugh and have a great time with the people they like. One of my favourite memories from a game I worked on was reading comments from people who said they were looking forward to just playing the game after work in the evening with their friends. Was optimizing the IO performance on PS4 essential to make the game happen? Sure. But what mattered more was that the game was actually fun to play.
Nowadays I see the improvement in tooling as nothing but a positive. There will always be hardcore engine programmers who know how to do this stuff, I have zero doubt about it. But allowing people to just download an engine and make the thing is absolutely fantastic. To say that it's bad - to me personally - that's gatekeeping. Saying you can't make a game unless you know how to write a renderer or a physics system is so offputting to people who want to make a game but just don't know how - we should be encouraging them, not chastising them for it. Little Big Planet did it well as one of the first games of that kind, if you recall that - just saying, here's a sandbox, make a thing that brings joy to other people. Isn't that what gaming is about?
And on a more serious, business side - it's kinda crazy that Epic lets you use UE for FREE until you start making serious money on the game that you made. You can start a company, hire people, and just start making the game you want to make without paying anything for the tooling. Very few other companies in the world let you do this.
Re: How to Make a Nintendo 64 Game in 2026
#80Earlier quoted context omitted.
There is something so charming about the N64/PS1 era. They were so unique in their own right and you could tell at a passing glance which system was displaying on the screen even if you didn't know what game it was. Two radically different systems at the dawning of 3D console games. I bought a MiSTer for me and my son and we played the heck out of Mario Kart 64 and Mario Golf. I think he picked up my "gaming is dead…
> "gaming is dead now" One gets the impression that gaming is dead when one's only contact with modern gaming consists of reading headlines about a handful of AAA games. In reality, the gaming landscape has never been better, as game production has expanded in several directions: - The barrier to entry into game development has been lowered; People who are talented in design but not programming now have the opportuni…