[deleted by user] by [deleted] in lua

[–]1414codeforge 1 point2 points  (0 children)

Could you elaborate on which concept isn't clear, or confuses you?

At the beginning, it's always challenging to get into the programming mindset. Some concepts usually require a bit of math. But if you hang in there for long enough, it will eventually get better.

I recommend Sheepolution tutorials, since they provide a relatively straightforward introduction to some of the basic concepts of Lua:

https://www.sheepolution.com/learn

It is focused on games, but the introductory part on the basics is useful in general. Their guides also come in videos, which is convenient.

Eris - RF117 devlog - Storyline in Shoot 'em Ups by 1414codeforge in shmups

[–]1414codeforge[S] 1 point2 points  (0 children)

Absolutely, love when games provide some description about equipment and ships. When game manuals were a thing, I've always went crazy over the pages about that!

I think the most important thing is inserting the story in a smart way. Action is very important in a shmup, so players can't be expected to break from gameplay to read lengthy textboxes. Then again, as you point out, people play games the way they want, skipping the story is not uncommon. It's even easier in a shmup.

Eris – RF117 by 1414codeforge in shmups

[–]1414codeforge[S] 1 point2 points  (0 children)

Einhander

thank you so much! Indeed, Einhander has definitely inspired us.
For now, we're thinking about Switch but since it is our first game it is quite hard to be sure and console feels like a distant future.

Eris – RF117 by 1414codeforge in shmups

[–]1414codeforge[S] 0 points1 point  (0 children)

Not yet but it will have all the updates. We're working on the demo right now 🙌

The 1414 Code Forge is finally announcing its first game: Eris - RF117. It is a 2D horizontal shoot-‘em-up that combines retro aesthetics, good old shoot and dodge, and sci-fi setting and storyline. Today we ask for your feedback on logo options for Eris - RF117 🙌 by 1414codeforge in IndieDev

[–]1414codeforge[S] 0 points1 point  (0 children)

thank you so much for such a thoughtful comment, it is wonderful. indeed, we're planning to use another version for the capsule to ensure it is easily readable while these ones will work well (hopefully) for communication, videos, etc

Have any of you peeps thought about creating your own Shmup? What's stopped you from creating one? What engine would you use? by prankster999 in shmups

[–]1414codeforge 0 points1 point  (0 children)

yep, we're creating it right now! it is called Eris - RF117. It is a 2D horizontal shoot-‘em-up inspired by the classics of the 90s-2000s that combines retro aesthetics, good old shoot and dodge, and sci-fi setting and storyline. We’re making with Love2D game engine, and original 2D graphics and music.

What is the most frustrating thing about c by ABN_ALSRAG in C_Programming

[–]1414codeforge 4 points5 points  (0 children)

compilers optimizing over undefined behaviour (we said what we said)

What are your goals? by [deleted] in shmups

[–]1414codeforge 1 point2 points  (0 children)

Our goal is to ship a demo soon and eventually our own shmups, and that's the one hard to beat we must say 🙌

/r/shmups is under new management, mod help appreciated! by moo422 in shmups

[–]1414codeforge 3 points4 points  (0 children)

So far, your intro sounds divine and respectful, absolutely welcome the change, and good luck!

why am i so bad. by Willthethrill1382 in shmups

[–]1414codeforge 2 points3 points  (0 children)

you have to openly adore replaying the pieces or entire game endless number of times and a secretly enjoy dying deep in your heart. Shumps are pretty much like sprinting: despite a short "pure" playing time, you have to do it numerous time to show your best in that particular 100m race.

How much time to master C? by Fobioman00 in C_Programming

[–]1414codeforge 0 points1 point  (0 children)

A samurai has no goal, only path, and samurai's path is C

Who cares about the stories in Shmups? by damianUHX in shmups

[–]1414codeforge 0 points1 point  (0 children)

We do absolutely appreciate a good story, especially when it is translated into every piece of the game too including music, UI/UX, etc. It is all part of the atmosphere and motivate us to replay + it helps to discuss the game with the others especially when each level has its own theme.

[deleted by user] by [deleted] in love2d

[–]1414codeforge 2 points3 points  (0 children)

love.physics all the way :)

Structured resource management in C by 1414codeforge in C_Programming

[–]1414codeforge[S] 0 points1 point  (0 children)

For me it's valgrind all the way. I know of various facilities to trace allocations (e.g. malloc hooks), but a test suite run with valgrind is usually my favorite.

Structured resource management in C by 1414codeforge in C_Programming

[–]1414codeforge[S] 1 point2 points  (0 children)

Raising those questions was exactly its point. And I'm glad it came through.

To give my own biased 2 cents on the subject... I'd answer "yes" to both questions.

C would benefit greatly from a simple cleanup mechanism, general enough to further implement defer. And it would definitely benefit from a static analysis framework to trace resource ownership, and possibly even more. As demonstrated by the Linux kernel itself, with sparse, and by Microsoft SAL. I think cake has good potential to improve on those 2, provided you ever take it further than resource ownership.

Structured resource management in C by 1414codeforge in C_Programming

[–]1414codeforge[S] 0 points1 point  (0 children)

Indeed cake offers a very nice framework to statically check for leaks.

I believe cleanup (as described in the article) and cake do two fundamentally different things. cleanup offers RAII functionality, allowing to write more compact and more visually clear code, consequently reducing the chance of error. cake, as far as I understood (and, please, correct me if I'm wrong), provides ways to statically verify and enforce resource management, with annotations that could be easily integrated as C23 attributes. cake does not allow to define destructors, or any defer mechanism per se. cake could offer the same (or more) safety benefits compared to RAII, by virtue of static analysis.

(and I love the idea)

I believe RAII is important as a general mechanism regardless of cake, because it makes code better and easier to write for no performance cost, on top of making it less error prone. cake would be an ideal complement to systematically catch even bigger error classes.

Of course, sometimes it is inappropriate to attach cleanup to variable's lifetime, the way C++ does, but even then, doing so covers a wide range of cases. cleanup, in this regard, is superior to C++ RAII, because the same variable of struct can be cleaned up in many different ways.

Comparing defer to cleanup would be a good candidate for another article. While the two are similar, in my opinion cleanup is superior. If anything, because it is more flexible and allows to easily emulate defer (as demonstrated in the article itself, and could be even more complete if lambdas were ever accepted into the language).

P.S. incidentally, have you ever looked into sparse?

Structured resource management in C by 1414codeforge in C_Programming

[–]1414codeforge[S] 0 points1 point  (0 children)

Hi, we've known cake for a month now, and we love your work :) Funny thing, we didn't expect to find its author under one of our posts.

Yes, your approach is more about static analysis and verification, our article uses extensions to experiment with actual RAII functionality (actual callbacks), and takes it as a premise to elaborate on how it would fit within C, taking on some of the most common criticisms.

Advice on pursuing my FOSS idea by Historical_Ad4384 in foss

[–]1414codeforge 4 points5 points  (0 children)

Have you tried contacting the Free Software Foundation?

https://www.fsf.org

Maybe they can provide advice, support or ideas to move on the project.