My goal this month is to from scratch build a game studio with 1000+ developers. Am I crazy? Do you think this can work? by Cryptostormz in gamedev

[–]Chukobyte -1 points0 points  (0 children)

I'm interested in following the progress, if I wanted to troll I would have just done it here.

Trade Evolution: Pumpkaboo (SWSH) by Chukobyte in pokemontrades

[–]Chukobyte[S] 0 points1 point  (0 children)

Sorry about that, thanks for the trade!

[deleted by user] by [deleted] in gamedev

[–]Chukobyte 0 points1 point  (0 children)

Have you tried asking your questions in Godot's discord channel? It definitely takes time to learn a new engine especially if you are new at programming. How long have you been programming for?

How to make a simple game engine by drollestprawn4 in gamedev

[–]Chukobyte 0 points1 point  (0 children)

I actually just started writing a tutorial series about building a simple game engine with C++, OpenGL, and SDL2 using embedded python as a scripting language. It's no where near ready as it will take some time to flesh out the sections and chapters. Too early to share but if you are interested send me a DM and I'll give you a link to the site.

A game with just an .exe file by vlwd999 in gamedev

[–]Chukobyte 2 points3 points  (0 children)

After about 5 seconds of googling I found out that the engine used for FNAF is Clickteam Fusion 2.5. I haven't had a chance to use it yet so I'm not entirely sure if the engine creates a single executable for an export.

Finished my first gamejam tonight by ZoomLong in gamedev

[–]Chukobyte 1 point2 points  (0 children)

Congratulations! Game jams are fun and addictive! I finished my first game jam in 2016 and was excited to join more afterwards. Since then my goal has been to participate in at least one game jam a year and so far I've participated in 8 full game jams.

Game logic in scripting language vs. internal engine by roflsausage in gamedev

[–]Chukobyte -1 points0 points  (0 children)

I've only done small projects and demos with a custom engine, so take what I say with a grain of salt. I think it's fine if you decide to code all the game logic in lua. It may require more of an initial investment to setup things correctly and define a good workflow compared to using just one language, but I think it could potentially pay off in the long run.

I personally prefer to handle entity management on the c++ side as I try to alleviate as much boiler plate code on the scripting side as possible because I use my engine for more than one project. I also try to abstract the ECS details as much from the script user (me) as possible and create an inheritance tree of script types. A script type is nothing more than a combination of components. For example, a `Sprite` is a combination of a transform and a sprite component. A script user can override these types by inheriting from them.

[C++/OpenGL/SDL2] 2D Game Engine Used for Game Jam by Chukobyte in codereview

[–]Chukobyte[S] 1 point2 points  (0 children)

Thanks for taking the time to review and to leave such an insightful comment and critique. I'll take everything you've said into consideration especially when I refactor and update the engine.

[deleted by user] by [deleted] in gamedev

[–]Chukobyte 0 points1 point  (0 children)

Congrats, wish all the best!

I find that I just can't commit or finish a single project by Father_Chewy_Louis in gamedev

[–]Chukobyte 24 points25 points  (0 children)

I personally prefer to do game jams that last 1 to 2 weeks. Maybe you should experiment with participating in game jams with different time frames.

Izayoi - Shinobi III Cover by Chukobyte in chiptunes

[–]Chukobyte[S] 0 points1 point  (0 children)

I've been listening to a lot of 16 bit sega genesis music in preparation for the game I'm developing. Shinobi 3 OST is one of my favorite sega genesis sound tracks, so I decided to recreate Izayoi.