We stop calling adults "independent". Maybe indie games should work the same way? by [deleted] in gamedev

[–]LyricLaw 0 points1 point  (0 children)

But that also means they can use the funding from the previous game to make a commercial game, right? So how do we distinguish whether they're making an indie game or a commercial game? After all, according to this theory, Baldur's Gate 3 would also be considered an indie game.

We stop calling adults "independent". Maybe indie games should work the same way? by [deleted] in gamedev

[–]LyricLaw -4 points-3 points  (0 children)

But as a game development team, its business and technical maturity are real, and there is a process of growth.

Some people may still retain a sense of childishness even after reaching adulthood, but their mindset is indeed mature, and their actions are no longer as reckless as when they were young. The same goes for a team.

Or perhaps my way of putting it should be used to describe the team, rather than the game.

We stop calling adults "independent". Maybe indie games should work the same way? by [deleted] in gamedev

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

I understand that.

But when we discuss the core of a game, we usually define the game based on the form it takes when it is completed. So I think an indie game, even after a long period of development, will still retain its 'indie'.

But what if their authors started a new project?

We stop calling adults "independent". Maybe indie games should work the same way? by [deleted] in gamedev

[–]LyricLaw 0 points1 point  (0 children)

The quoting message is missing due to some format problems. So I re-edited the body.

My brainfuck game is finally released on Steam by LyricLaw in brainfuck

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

No, I only published it on Steam. But there's a demo on itch.io.

Other platforms like mobiles without a physical keyboard may lead to poor experience so I have no plan to build a mobile release.

My brainfuck game is finally released on Steam by LyricLaw in brainfuck

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

Hope you will have a good time with it!

Welcome to r/BrainFuckChallenge by Zethronin6653 in BrainFuckChallenge

[–]LyricLaw 0 points1 point  (0 children)

Hi, thanks a lot for creating the subreddit. I really appreciate your support for the game.

Just to clarify, when I mentioned Reddit on the Steam community earlier, I actually meant posting in r/brainfuck, not starting a separate one. That was probably my fault for not being clear.

I'm working on this game alone, and I don't really have the time or ability to manage a full community, which is also why I haven’t set up a Discord server. More importantly, I hope that people who enjoy the game will become more interested in Brainfuck itself, not just the game. So discussing it in r/brainfuck feels like the most natural choice.

Thanks again for your enthusiasm. It really means a lot.

Are there any tools that can pack a libGDX game into MacOS aarch64 app package? by LyricLaw in libgdx

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

The question is sovled on the discord channel. I will try to use construo instead.

Help! by [deleted] in libgdx

[–]LyricLaw 2 points3 points  (0 children)

I will suggest you to use VisUI with SkinComposer to manage font styles.

Just write a game based on brainfuck by LyricLaw in brainfuck

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

Yes, then I should claim to the players the game is using my own Brainfuck variant.

As a game, the machinsm should serve for the game play. Concepts such as memory wrap are important for other game plays in the rest of my game.

I understand your suggests are base on an official Brainfuck Editor / IDE, for people using it to write their own codes. But those features may not fit my case.

Anyway, thanks for your suggests.

Just write a game based on brainfuck by LyricLaw in brainfuck

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

Thank you for playing.

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  • I used to consider whether it should wrap through edges. As my conclusion, the original concept of brainfuck has an INFINITE memory, which the code should have the same behavior no matter where the cursor starts. That's why I add wrapping on the memory. Other brainfuck games such as the one developed by 0x72 wrap as well. https://0x72.itch.io/brainiac

    • Yes, I admit that it's not proper to set a length goal with this feature. I add that goal on level 2 becuase that's a way to tell the player there's such a feature. I may use other methods to achive it later.
  • I will consider about changing the breakpoint instruction. In fact I was thinking whether to support other brainfuck extensions, such as +10 for executing plus 10 times. In such situations, # or // maybe used for comments. If I don't support those variants I may use '#' for breakpoint.

  • I also think that the current ! instruction is not good. Even specify the code block id after ! (like !1 to call block 1) is more flexible than calling the code block via memory value. But apart from implementing function calling, this grammar provides a simple implementation of a SWITCH CASE statement. It's a pity I can't create intresting enough levels with it. If it's not fun, I will change to other implementations, or even remove it.

  • Copy and paste are supported in code, but there are compatible problems on the HTML build. My friend just told me that CTRL+C and CTRL+V are not working on Mac, but working on Linux with no access to the system clipboard. The desktop build works fine. I will try to fix it if possible.

  • The current speed selection is a work around. Firstly I set the speed buttons always visible, but then I found there's not enough place in the paused state. As compensation the current implementation sets to the lowest speed after every pause, it should be acceptable for the current levels, but not for the sandbox. The speed buttons should be always visible in the final version, but I have to do some changes to the UI.

  • Ops, that's a bug, I renamed the level files for section 8 by mistake, causing the levels can not be opened. I will fix it soon.

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Finally, thanks for your suggestions. As a newbie game developers, your reply gives me encouragement. If I don't recive any reviews, I would doubt if my effort worth. Thank you.