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File: 1567619501460.jpg (98.52 KB, 820x657, gear.png)

Gamedev thread. ScorbunnyCountry code: blank.gif, country type: ponyflag, valid: 42096638[Last 50 Posts]

Hi! I'm planning to start learning how to develop a game. I found this thing called GB Studio and I hope to start developing a game like Yume Nikki or something for the Game Boy. Yes, you heard right. Game Boy. I honestly wanted to make a good homebrew for a console anyway.

Anyway, what are your plans in terms of gamedev? Do you plan on making something with RPG Maker or whatever else you can find?

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File: 1567625260411.jpg (41.69 KB, 320x240, 4439053323_b88325cf11.jpg)

The closest to game development I ever got was blackjack and a guess the number game I wrote for my TI-83 in high school.

ScorbunnyCountry code: blank.gif, country type: ponyflag, valid: 1 42096643

File: 1567626101362.png (339.3 KB, 640x480, wewlad.png)

>>42096642
Nice. Calculator games are cool sometimes.

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File: 1567626817958.png (426.07 KB, 720x480, vlcsnap-2011-10-21-18h33m50s18…)

>>42096643
Most of my coding is boring, no fun work stuff. Except back in my mIRC days, I was so sick of everyone using the Invision plug-in that I ended up writing my own that could do most of the same things, simply to prove that any idiot could do it. I'm also in my mid-30s, so I'm not allowed to be or do fun things anymore I think.

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>>42096644
I'm 23. So, I still have plenty of time to learn. <3

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>>42096645
I can't help you with Game Boy stuff, but if you wanted to do programming in general don't start with Java. Unless something dramatic changed, it's just really bad C.

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>>42096647
To be frank, GB Studio seems to be a way to start. At least on the GameBoy front.

As for programming in general, I'll probably start with C, BASIC, and stuff like that anyway.

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File: 1567632582310.png (6.92 KB, 500x400, sunglasses at night.png)

>not writing assembly (or C) and creating the sprites the old fashioned way
pleb to the max

As for me, I do some game development, but not as much as I used to.

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File: 1567632950679.jpg (84.84 KB, 600x750, techdogzz.jpg)

>>42096653
I would write in C if there is something that gives me the ability to write retro games for consoles such as Atari 2600 and Game Boy...in C of course.

Epic Mount!Hero.tYu2gCountry code: blank.gif, country type: ponyflag, valid: 1 42096655

File: 1567633483262.png (118.71 KB, 1360x740, Untitled.png)

I've bene trying to knuckle down on Unity myself, but I can't get it to work most of the time.

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>>42096655
Sorry to hear that. RIP.

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>>42096654
Well I looked at the video on GB Studio's website, and it looks like it uses Little C Compiler. There's also this
https://videlais.com/2016/07/03/programming-game-boy-games-using-gbdk-part-1-configuring-programming-and-compiling/
And you can use cc65 to write in C (or assembly) for 6502-based devices, like Atari 2600, NES, Apple 1/2, Commodore 64/128, etc.

Epic Mount!Hero.tYu2gCountry code: blank.gif, country type: ponyflag, valid: 1 42096658

>>42096656
Yeah I barely even started on anything and it never tells me what I need to fix.

I want to see if I can make my own Sonic Storybook game. There are loads of Sonic fan games and unity engines for it but none for Storybook gameplay.

ScorbunnyCountry code: blank.gif, country type: ponyflag, valid: 1 42096659

>>42096657
Hmm...interesting. I'll be sure to take a look at the cc65 stuff eventually. Thanks for the info. <3

>>42096658
Sonic Storybook, eh? Interesting.

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>>42096659
No problem. I'm planning on eventually buying a Commodore 64, and I'll definitely be using it a lot, along with a couple books I bought (and one I got as a gift)

ScorbunnyCountry code: blank.gif, country type: ponyflag, valid: 1 42096661

>>42096660
Commodore 64? Isn't there a hardware clone of that yet? Like a proper hardware clone?

Good luck on getting quads btw. lmao

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File: 1567636007105.jpg (1.24 MB, 950x1211, 1401854785830.jpg)

>>42096661
I dunno, maybe.

Epic Mount!Hero.tYu2gCountry code: blank.gif, country type: ponyflag, valid: 1 42096664

Sonic and the Secret Rings - Dinosaur Jungle - 4K HD 60 fps

>>42096659
Yeah Sonic Storybook games, their gameplay is like... semi-on-rail platforming, if that makes sense.

As in Sonic has the one path he must run down. You can control how fast he runs down the path, can strife left and right a short distance, can jump and other few tricks but Sonic is bound to run a specific path laid out for him.

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File: 1567643398143.jpg (10.03 KB, 164x210, tails_be_like_uhh.jpg)

>>42096664
Why not just a 2.5D sidescroller instead? I feel a sidescroller would make more sense then what that seems to entail...unless if you give the 3D linear platformer a bit more variation like Crash Bandicoot and Sonic Adventure, then maybe you'll get a better idea at least.

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>>42096672
I simply would like to make a Sonic storybook game.
Though making a 2D sidescroller game would be cool also.

That is, if I can get Unity to work for me... that and learn C#.

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>>42096673
Well, hopefully it'll work out for you eventually. I feel like we need more 3D linear platformers like the original Crash Bandicoot trilogy anyway.

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>>42096676
I just wish whenever I try something that at least progress towards game making, a passion I have had throughout my entire life, I won't keep getting shortcmings or problems that prevent me from doing it.

Like it's always something. I haven't tried making games in years and now that I decided to give it a go Unity won't let me. Thats just typical.

It's like trying to write but all your pens keep breaking before they touch the paper.

ScorbunnyCountry code: blank.gif, country type: ponyflag, valid: 1 42096678

>>42096677
That really sucks. I imagine it being like "oh, you want make game? I'll just unable export" or something. Hope you find a fix soon.

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>>42096678
Yeah it feels like that practically most my life.

It's why when it comes to online tutorials, sure they're useful but not when you just so happen to recieve error messages and the tutorial goes on without you.

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File: 1567649776026.jpg (101.29 KB, 1200x1200, unamused.jpg)

>>42096679
Pretty much.

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>>42096679
>>42096680
And most of the replies in the forum threads related to that issue are pretty much
"I'm having this issue too"
"Me too!"
"Also me!"

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>>42096683
Bloody hell. Epic Mount is not alone. RIP Unity I guess.

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File: 1567694559925.png (163.19 KB, 820x593, don't call it a comeback.png)

>>42096684
Oh, I was referring to computer issues in general. Stack Overflow actually has a thing to prevent "Me too" responses, which is pretty nice.

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File: 1567697367761.png (409.07 KB, 780x720, Daring_Do_thinking_about_the_d…)

I always thought you would see a lot more indi games developed on older engines that are now open source like the various idtech engines.

Yeah, they aren't the cutting edge anymore, but they are still good engines that are capable, and you could make a really fun, smooth, fast running game out of them.
Even idtech1. Sure, its 2.5D but look at what modders do with it.

With some polish, i feel like you could make a really good game out of one of those.

A game came out recently that used BUILD (which iirc is also 2.5D) and it sold well, and from what i saw and played, was really fun and felt just as good as any modern game.
Maybe even better.
This post was edited by its author on .

ScorbunnyCountry code: blank.gif, country type: ponyflag, valid: 1 42096720

>>42096716
>preventing "me too" response
Nice feature actually. Good on them. Really.

>>42096717
Well, since I'm planning on gamedev for older platforms, I hope more indie devs pick up older stuff in general.

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>>42096717
The problem with older platforms and engines is that they're generally more difficult to work with. For example, you can technically write C for Gameboy and NES/Apple ][/Commodore 64/other 65xx devices, but most people recommend straight up assembly.

ScorbunnyCountry code: blank.gif, country type: ponyflag, valid: 1 42096764

>>42096751
True. Most of the time, older platforms are a bit difficult to develop for. There are tools being developed today, but you still have to learn how to use them. I might eventually make a game someday, but who knows at this point. I'm still young and I also want to do music.

So..maybe I should wait a bit or something.

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File: 1567735914798.gif (18.85 KB, 300x300, 1786774__safe_artist-colon-zzt…)

I used to program games as a hobby. I don't have time for it any more. All I do nowdays is mod for existing games.

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>>42096766
Cool. Sorry that you don't have much time anymore these days.

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File: 1567736770024.png (1.17 MB, 1306x735, 47275__safe_artist-colon-ric-d…)

>>42096767 It's something I enjoy, but if the pay is zero, then it's really difficult to justify.

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>>42096768
I feel that sometimes. I really should get a job sometime.

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File: 1567766195826.png (1.13 MB, 1360x768, edge hog screen1.png)

>>42096766
I sort of do the same for Team Fortress 2.

While I can't make games for Unity as I wanted, sometims I spend time making maps for TF2.

https://tf2maps.net/downloads/green-hill.5672/

And yeah, they're Sonic themed, but there are many SUper Mario maps out there I wanted to balance the equalibrium. Making 2 more Sonic themed maps in my spare time.

There was also that time I tried to make a TF2 cosmetic to submit to the workshop called the "Edge Hog". However when it was ready to submit VALVe was asking for bank and business details I simply could not provide, thus no Edge Hog for possible future content update.

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File: 1567777312294.png (189.52 KB, 416x470, Twilight_Sparkle__who_can_real…)

>>42096751
I was thinking more along the lines of PC games.
Not so much the platforms, but the game engines themselves.

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File: 1567781245547.jpg (28.65 KB, 480x360, 1478150495013.jpg)

>>42096785
I've tried making maps before for Quake 3 Arena, but I never got very good at it.

>>42096802
It still applies

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>>42096804
My TF2 KotH map isn't that good, but I think my next map will be interesting.

It's a three-part payload Race through a chemical plant. I plan there to be two versions of the map, one based on Chemical Plant Zone and another based on one on Gray Manns chemical plant.

I just need the right pipe models.

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File: 1567790325717.png (339.84 KB, 800x1000, rocko_and_spunky_by_ronraccoon…)

>>42096962
A race to defeat the Mann behind the machines? That's a neat idea actually.

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File: 1567790502765.png (390.44 KB, 956x720, Daring_Do_gets_an_idea_S2E16_1…)

>>42096804
Maybe. I guess i dont really know all the ins and outs, but i always thought like, take idtech 4, the doom 3 engine.
Still capable of some amazing physics and lighting, full skeletal modlings, real time shadows, open gl support, games on it still look great even by todays standards, and its completely open source.
Would i say a big budget AAA game should be produced on it? Probably not, but an inde dev who has low working capital that wants to release a good looking game on a solid powerful optimized engine, just figured you would see it more.

ScorbunnyCountry code: blank.gif, country type: ponyflag, valid: 1 42096970

>>42096969
Well, most early engines have an easy-to-use, top-down-based map editor iirc.

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File: 1567792005885.png (202.58 KB, 373x467, Daring_Do_thanking_Rainbow_Das…)

>>42096970
Yeah, 2.5D engines like build and idtech 1 do, because they are built on a 2D plane and simulate 3D by using teleports and whatnot.

I had a pretty nifty editor for idtech 2 (quake and Q2 and like, most of gold source) that was in full 3D.
I dont know of editing tools for idtech 3 and 4 exist, but im sure they do.

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File: 1567792582436.jpg (57.02 KB, 680x869, typing.jpg)

>>42096971
I don't know about idtech 4, but for idtech 3 there's GTK Radiant and Quake Army Knife (QuArK). I believe a fork of GTK Radiant is used for Infinity Ward-based games (CoD, Modern Warfare, Black Ops, etc), which itself was originally based on idtech 3

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File: 1567792831948.png (488.58 KB, 1057x720, Daring_Do_awkward_smile_S2E16_…)

>>42096972
Id have to look it up to be sure, but i think MoH AA was built on a completely unmodified licenced idtech 3 engine, and the CoD guys were just MoH people who left to make their own game, i think they took the engine with them for the original CoD games.

John Carmack really is an alien i think.

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>>42096973
I didn't know about Medal of Honor.
And yeah, I'm pretty sure Carmack is either an alien or he sacrificed his firstborn's soul to the old gods or something. His crazy improvements even go back before Doom and Wolfenstein 3D. Way way back in the day, if you wanted to create a side-scroller or some other game with a lot of movement, you had to do it on a console or the Commodore 64, since the IBM PC's video was too slow, but he came up with a way to get it to work. And thus "Dangerous Dave in Copyright Infringement" (which evolved into Commander Keen) was born.

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File: 1567794196076.png (184.57 KB, 567x555, Daring_Do__now_Ahuizotl...__S4…)

>>42096974
>"Dangerous Dave in Copyright Infringement"
Haha yup! I was going to mention that while reading your post before i got to that part.
That was back with Apogee iirc.
Same tech was use to make word rescue, my first game haha.
Didnt they pitch it to Nintendo to do a port of SMB?

I read Carmack went to juvenile hall for creating a chemical compound he used to break into his school and steal computers when he was a kid.
Im glad he used his powers for good rather than evil.
Idk who will replace him as the god of coding now that he is all about oculus and rockets and stuff.

I always though it was funny that he is the one who said "story in a game is like story in a porno" but then doom 3 and what was to be doom 4 were so incredibly story driven that one was criticized heavily and the other never even got off the ground.

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>>42096976
>Didnt they pitch it to Nintendo to do a port of SMB?
Yeah, SMB 3, but Nintendo declined.
>I read Carmack went to juvenile hall for creating a chemical compound he used to break into his school and steal computers when he was a kid.
Yeah, I heard about that one too, he was a troublemaker when he was younger.
>I always though it was funny that he is the one who said "story in a game is like story in a porno" but then doom 3 and what was to be doom 4 were so incredibly story driven that one was criticized heavily and the other never even got off the ground.
Well id did create Rage, which had a fairly involved story. And IIRC aside from its similarities to Borderlands, it was fairly well received.

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File: 1567795115176.png (184.02 KB, 540x584, Rainbow_Dash_'you_can_flap_too…)

>>42096977
I never did play rage, though, i probably should.
That game had its own engine made for it too i thing, something about long distance rendering, no sure.
I think that was the last Carmack engine too, because he left id through the the production of doom 4 / 2016. So i think he contributed, but someone else tied up the loose ends.
Now, with doom becoming more of a standard franchise, idk what the future holds.

Idk if there was any leap in tech between 2016 and doom eternal.
This post was edited by its author on .

AnonymousCountry code: blank.gif, country type: ponyflag, valid: 1 42096979

>>42096976

They were still with Softdisk at that point.

And there were some decent sidescrollers before adaptive tile refresh. I played the heck out of Captain Comic.
Captain Comic : Full walkthrough (PC Version)

(Oh, god, I LOVED Word Rescue and Math Rescue. Sucks that they were added to Steam but not Gog.)

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File: 1567803727195.png (412.64 KB, 1280x678, 576142.png)

>>42096785 Damn, that map looks pretty good!
I used to make Quake II maps a long time ago. My biggest project was a to-scale recreation of part of the dorms I lived in during the latter half of high school. We had a group that played almost every night at the time.

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File: 1567808189684.png (390.73 KB, 3022x2140, 4ef4512a8263e52c4647c470384b7c…)

>>42096979
Me and benny bookworm were tight.
Slimed the crap out of some gruzzles.

Steal my words and basic arithmetic equations... I don't think so!

I never saw captain comic, but next time im in the mood for an early side scroller ill check it out.

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File: 1567813379463.png (84.95 KB, 571x459, 18592__safe_twilight+sparkle_r…)

>>42097017
https://en.wikipedia.org/wiki/The_Adventures_of_Captain_Comic#Gameplay

That game was hard as balls, and very non-linear (I distinctly remember entering the first couple doors you come to and being confused why you hit a dead end and couldn't progress any further). But mastering it left me well-prepared for the challenges that were to come (Commander Keen 2, Jazz Jackrabbit, Jill of the Jungle, Duke Nukem 1 and 2) while all the other kids were still playing their "Mario" kiddie stuff.

(That guy in the video likes the Teleport Wand a bit too much).
This post was edited by its author on .

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File: 1567815614176.png (498.27 KB, 896x720, Daring_Do_fully_revealed_S6E13…)

>>42097026
I missed most PC side scrollers tbh.

I had word/math rescue, spell-o-copter, design-a-saurus, battle chess, and heartlight PC.

Then curse of the catacombs wolf3D and lethal tender when i got a little older.

Doom was on my dads 486 and i had to beg to play it haha.

Didn't play Duke 1&2 till Duke3D came out, because they were on the disk with it.



I had pickle wars, i think that was the only other PC side scroller i had.
Oh, and this for some reason, the song still gets stuck in my head haha.

AnonymousCountry code: blank.gif, country type: ponyflag, valid: 1 42097046

Hah. I remember Pickle Wars. I have the abandonware files lying around somewhere and keep meaning to fire them up on dosbox and see how the non-shareware episodes are.

Epic Mount!Hero.tYu2gCountry code: blank.gif, country type: ponyflag, valid: 1 42097050

File: 1567819817219.jpg (217.58 KB, 980x373, Chemical Plant Zone Act3.jpg)

>>42096968
Yeah. The original idea was simply a payload race version of Chemical Plant Zone.

But I figured, what if I make a Sonic-fan TF2 map that has potential for being it's own TF2 map? Or if someone genuinely likes my TF2 maps just not fans of Sonic and want to play as a TF2-traditional map etc.

So plr_chemical_plant will be the same as plr_chemical, just the later will be set at a chemical refinery owned by Gray Mann in New Mexico instead of Dr. Eggman on West Side Island.

Though I might take away the flooded areas in mind for Chemical Plant Zone and replace them as chemical vats of instant death in Gray Manns chemical plant.

ScorbunnyCountry code: blank.gif, country type: ponyflag, valid: 1 42097053

File: 1567822295601.png (194.82 KB, 605x420, groundcontrol.png)

Anyone know a good engine that I could use to make shoot-em-ups? I feel finding something like SEUCK is pretty difficult to find and whatnot.

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File: 1567829782527.png (1.3 MB, 1443x1080, DJ_Pon-3_pointing_at_Octavia_M…)

>>42097046
I hope you're handy with a salad shooter, because it gets pretty intense.

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>>42097059
I might give that a go.
I had this idea for an isometric Dracula game and haven't decided if I wanted it to look like it's for the Mega Drive or Master System.
This post was edited by its author on .

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>>42097078
The map engine is orthogonal, but there's nothing stopping you from just imitating isometric tiling. The Tiled map editor also has a isometric mode
This post was edited by its author on .

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>>42097059
Thanks. miniSphere seems pretty cool. Might consider it once I upgrade my ThinkPad to Debian or something. I hope to go for a bullet hell with the look of an Atari 2600 game. It'll be, like, River Raid on Steroids or something.

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>>42097083
Might go with that.

The game in mind is a survivial horror where you play as Jonathan Harker trying to escape Dracula's castle.

dragoni!XponyNZ6g6Country code: blank.gif, country type: ponyflag, valid: 1 42097288

I wish i knew more about game development so i can go help the Timesplitters Rewind crew. They need help with character and map modeling.
They might give up soon; like just like all the Pony related devs gave up like Super Smash Ponies and The Fiends from Dream Valley. Anyone remember those? Abandoned game projects are sad.
This post was edited by its author on .

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File: 1567994068509.png (451.92 KB, 716x720, Pinkie_Pie_winking_at_Daring_D…)

>>42097288
Fan projects that big can be hard because life gets in the way.
The fighting is magic C&D took a lot of wind out of the sails too iirc.

Little games like canterlot defenders are really good though.

There was an mmo that was really fun the weekends they did pubic testing, what ever happened to that? I wish i could remember what it was called.

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>>42097289
>There was an mmo that was really fun the weekends they did pubic testing, what ever happened to that? I wish i could remember what it was called.
Do you mean Legends of Equestria?
That's been running and getting updates for a while now. Though I haven't played in months so I don't know how it's doing now.
https://www.legendsofequestria.com/

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>>42097294
Oh whaaaaatttt?
Thats awesome!. I thought that project lost steam.

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I haven't playedthat game in awhile.
While a lot to explore, not much to do on it.

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>>42097339
I always found it to be more of a virtual chat room more than a game.
Just one where you could live the dream and be a pony in Equestria.

I had some good times on those open testing weekends, maybe i should get it again.

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>>42097347
I did enjoy it, I just wish there were more elaborate quests and adventures to do. Or the very least more dungeons to explore.

For example the castle ruins consist only of the Elements altar. What if one of those sparkly entry-ways were located there that allows you to explore a full-size castle ruin?

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>>42097289 good times
Kill Stealing (Highlights) - Legends of Equestria
Mooching in Style - Legends of Equestria
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>>42097352
Yeah, i mean for sure having more content would be a good thing. They might be working on it.

>>42097353
I didnt even know there was a combat system. Last time i played i think it was like, 2014 or so.
It was before i bought my house i know that, and that was 2015.

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>>42097373
And puzzles! Need more puzzles.

I remember when I hanged out by this stranged circle of curved obelix and we we're wondering what it's purpose or if it was some sort of puzzle.

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>>42097376
I remember that. I think one of the devs/mods showed up at some point to figure out what we were doing.

The seasonal goodies are pretty fun. I got the bat and reindeer costumes and ice skates.

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>>42097373 I think those videos were from 2014. They changed the combat system so it's much more tedious now. Or, at least it was the last time I tried it.
Legends of Equestria - A Brutally Honest Review Followup

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>>42097378
Yeah, I was like...

"I've been clicking on them in random orders and I noticed two of these pillars are non-solid so I believe they're a clue for some event."

"Actually we simply forgot to make those two pillars solid. They're unscripted"

Other than that I remember submitting ideas to the FoE forums, such ideas as Zebras, Griffins and Changelings and how they can be hybrid classes of the pony-types.

Changelings = Magic / Fly types
Their magic consist of stealth, invisibility, illusions and disguises. May have low ♢regeneration but perhaps able to drain opponents of their ♢.

Griffins = Fly / Earth types
Sort of like tanks with wings. High endurance and good "pullers".

Zebras = Earth / Magic types
What they lack in spells they make up with potions, alchemy and throwing bottles of who-knows-what at targets which mostly nerf, buff, harm or other status changes.
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I've never made anything in RPG maker officially. Nor have I ever worked for making stuff on a Gameboy.

The constraints actually seem like it could make you make some very interesting decisions and that I also love the idea of being given some constrained tool/idea set and working with in it.

It's really hard, say, opening up a blank project in Unity and just going "I guess it's time to be creative."
Or maybe it's because I work in it every day that it's hard to do stuff with it at home. But I honestly think it's because of just having too much empty space.

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>>42096655
It depends if you have (or haven't) imported anything. An entirely new project can have compiler errors if you include certain packages.

I know I get problems with XR settings since they're very new (XR is just a centralized package for Virtual Reality and Augmented Reality).

You should be able to see errors from the Console tab!

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>>42097376
>>42097378
>>42097395
They should make those pillars have some sort of easter egg or cool item. That would make for some fun game design.

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>>42097428
Yeah, constraints add to the challenge in my opinion. With RPG Maker, you're working with tools that are usually used for, well, making RPGs. However, you can make other genres as well. I mean, Yume Nikki started out on RPG Maker as an adventure game. Pretty cool indeed.

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>>42097430
Our initial thought was that it was the new gate to Tartarus or something. Tartarus was a neat easter egg in the mines back in the day but I think they just removed it altogether.

LoE could be so much more, but seems like most of the effort had to go into networking issues and making the game not crash/disconnect all the time. Which to be fair they did mostly solve.

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>>42097436 Does the chat system still suck?

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>>42097430
>>42097436
I do like the concept of LoE being a large elaborate chatroom, but I would like something to do, quests and discoveries to bond over.

For example, what if whenever you board a train, you're taken to an intance dungeon which is the interior of the train in motion (moving skybox that gives the feel of movement). Depending on where you're going the instance will allow players towards the destination to interact with one another and give the sense of travelling.

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Bah! Ponychan forgot my name again!
>>42097455
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>>42097376
There were a bunch of things that just seemed like incomplete assets when i played.
I remember spending a lot of time trying to get up a hill with people, that we knew we weren't supposed to get up, but you could make it and clip out of the level if you went just the right way haha.

>>42097380
I never saw any combat system, do it would all be new to me.
Cool that one even exists now tbh.

>>42097455
>>42097459
You're naked!

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>>42097469

>LoE subject

DOn't even know if I can still play LoE. I'll check.

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>>42097470
Why wouldn't you be able to?

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>>42097471
'cus I haven't touched it in ages. I can't even remember my own password to get in.

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Ugh, now I remember why I hardly play anymore.

Long-ass loading times that don't let you in half the time.

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>>42097472
Hmmmm...
Id probably have to make a whole new account.
I should get on that while i have data saved up.

>>42097473
Laaame.
How many servers do they have?

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Finally!

>>42097474
Just the two. Europonia and Amareica.

Until Brexit says otherwise I guess I'll be on the Europony server.

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>>42097475
Would that really prevent you from using that server?

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>>42097477
Nah, just made a funny.

I think I rmemeber one of the reasons why I left the game. There was this pony called Loadsa Money who had a quest icon and I could't figure out how to finish the quest. Either broken dialogue options or the quest doesn't know it's finished or something.

Also, jumping is weird now. Holding down the jump button makes your pony squat down. I dunno why they implimented this given all it does is make yiour jump slightly delayed.
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>>42097478
Ah, alright.
Virtual brexit haha.
Oh, i think i remember something like that being a problem.
But it was play testing so it was just like "meh".

It's a project of passion, so it's expected things like that would occur.

When i get home I'll see if i can download it.

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>>42097479
Cool! Other than NPCs, place is rather baron. But see you there?

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>>42097480
Hopefully.
I run off a cellular network, so if the servers are spoopy, it might not be playable.

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>>42097481
Better to spoop than not spoop at all.

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>>42097431
Yeah! Working within the constraints is pretty cool! It also can help flex your imagination as you work around the weirdness.

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>>42097494
Indeed. Kinda the reason why I wanted to start with GB Studio. Though, I'm unsure about doing any sort of gamedev tbh. I guess I'm still more of a music person.

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>>42097780
A lot of people disliked it but tbh Quake 2 was pretty awesome.

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Now that I figured out how to fix my Garry's Mod map, I decided to continue making my Harry Potter GMod map.

Though given the size of it, I may have to split it into seperate maps and make it a linear story instead of an overworld map with three mini-dungeons.

Currently working on the "Goblin Dungeon" which is full of puzzles, though really should finish the forest.

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>>42097798
How can you dislike blasting aliens with one of the coolest arsenals ever to be created while listening to cd quality speed metal in the full glory of real time dynamic lighting and open GL?
Different strokes for different folks i guess.

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>>42097780
>>42097798
I made a few pony models for the game a long time ago. yet another one of my mlp projects that went nowhere. but it was fun playing against Eraser bots Pinkie, Twilight, and Applejack on the Edge or Tokay's Towers.

Gloom was amazing. Blast was hilarious, especially in our custom dorm map. Classic Vortex is the best FPS I've ever played.
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>>42097802
Some people are just boring.
And yeah, the soundtrack kicked ass. I was pleasantly surprised when I found that the game's CD was also an audio CD so I could put it in my CD player and listen to it with that.
I didn't know it used real time lighting though, I always figured it just used lightmaps.

>>42097807
Nice! I didn't get into Quake multiplayer (or multiplayer in general, really) until Quake 3. I played the fuck out of that online.

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Interesting stuff
Joe Rogan Experience #1342 - John Carmack

>>42097820
>I didn't know it used real time lighting though, I always figured it just used lightmaps.
Maybe im wrong.
Though, things like the blaster lighting up a room dynamically along its path, that has to be real time doesn't it, because you can map something that you cant predict.
Maybe its doom 3 im thinking of.

Also, yeah, i loved CD audio on games to listen to on the bus haha. I got a discman one year for bday or xmas, but i had no music CDs, so that was found out pretty quick just by wondering what would happen haha.
Total Annihilation had really good music.

>>42097807
Pony models for quake ii?
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>>42097821
>John Carmack and Joe Rogan
aww snap, I need to watch that.
>Though, things like the blaster lighting up a room dynamically along its path, that has to be real time doesn't it, because you can map something that you cant predict.
It's possible it could have lightmaps for environmental light that never changes and dynamic lighting for things like the blaster and such.
The original Quake CD is also an audio CD, that's how I got into ambient, especially dark ambient. The original Quake is also how I got into HP Lovecraft after reading that his stories influenced it.

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>>42097823
>aww snap, I need to watch that.
I just finished it. Amazing.
The scariest part was how much relatability i found Carmack to have haha.
Never just heard him talk for 2 and a half hours, and never realized really what his perspectives were.
Really good stuff.

>The original Quake CD is also an audio CD, that's how I got into ambient, especially dark ambient.

Haha i know! The funny thing is that the reason that i didnt have any music CDs but i had a discman was that the expectation was that my sister would share hers with me, which she didnt. So, when she wasnt allowed to get NIN albums, i lorded over her that i had one haha.

I think im going to play through Q1 again. Tis the right time of year.
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>>42097836
I just finished the video, that really was fascinating for the most part, though I've never been all that invested in cars so I admit that part was a little boring, for me at least.
And yeah, it was really interesting hearing his perspectives, on video gaming and technology in general back in the day vs now and in the future.
>the expectation was that my sister would share hers with me, which she didnt.
Man, that's why you sneak into her room and borrow them so you can rip them to your computer and then reburn them to new CDs.

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>>42097848
I thought it was funny that he liked miatas and MGs since those are my 2 favorite cars that i could conceivably afford haha.

I could have done that, yeah, except i was like 10, had a 486, and I'm pretty sure a CD burner was more money than all my Christmas and birthday money combined at the time haha.
I remember one girl in schools parents had one and it was quite a big deal.

And yes, playing quake on a 486 was pretty rough haha, StarCraft as well. I got a Pentium soon after and it was like this giant leap, so i got QII and ran that at 10fps. My games were always better than the system i tried to run them on haha.
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>>42097852
I was (mostly) joking about burning/ripping CDs, I remember when dedicated CD burners were common.
I don't remember what system I played Quake or Quake 2 on for the first time, but I remember both running relatively decently. And the only PC built with gaming in mind that I've ever had is the one I'm using right now, so it's not like I was using a 90s Alienware.

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>>42097875
Oh what? Thats awesome, and a really good model.
Which enemy is she replacing?

>>42097887
All my computers were hand me downs from my dad along with shambled together parts that the computer shop down the road would give me if i begged enough haha.
Thats how i got my first sound blaster.

I was always a spec behind. Doom 2 called for a 486, i ran it on a 386, quake called for a Pentium and i ran it on a 486, quake 2 called for a Pentium 2 and i ran it on a Pentium, and so on.
Until i saved up enough to get a 700mhz Pentium 4, what a BEAST!
That tower was my pride and joy. Got a 3DFX Voodoo 2, open GL heaven.
Running Q3, MoH AA and Return to castle Wolfenstein like a champ! Haha. GTA 3....

But then, i got windows XP for xmas... The disk was corrupt, formatted the drive but wouldnt install all the way, just gave an error message... And Microsoft did nothing for me besides to tell me to buy a new one...

The good times stopped rolling...
So i got an Xbox.

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>>42097893 ah thanks. none; it was for multiplayer.


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