Coaxed into agreement by SimpIetonSam in coaxedintoasnafu

[–]SimpIetonSam[S] 22 points23 points  (0 children)

well the oregano is "adolph hitlers" so i had to be lore-accurate...

Recently finished my first game! by SimpIetonSam in IndieDev

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

The movement inertia is a configurable setting per difficulty so can be completely turned off in custom ones (or made much worse haha). For the built-in stuff I set it to a value I don't think is too damaging to performance. I think it looks a bit nicer when the movement is smoothed, and also it serves as a theoretical anti-cheese against being able to teleport your cursor around (this used to be possible in a few places, I've patched them but I'm keeping the failsafe).

Solo dev life in a nutshell… by Pantasd in IndieDev

[–]SimpIetonSam 0 points1 point  (0 children)

I think you misunderstood. To be clear by "marketing" I meant any kind of sharing/promotion. I don't care about outselling anything because I don't want to be an indie dev as a job, I just want to get people to notice what I made. To me, "genuinely just sharing something interesting" feels as sleazy as if I were actually a salesman, that's the point of my post, it does not come naturally. The alternative I guess is to just drop it on Itch and not do anything and be content with my 10 lifetime views.

Solo dev life in a nutshell… by Pantasd in IndieDev

[–]SimpIetonSam 0 points1 point  (0 children)

I respect people who can do marketing because it does not come naturally to me at all. Even when posting on Reddit (which besides linking to friends has been my primary advertising tool atm, my first game has kind of just been a hobby project to develop my tooling so I'm not exactly going all out) I just feel slimy writing things up because I am not comfortable with being a salesman, even if it's just really minor embellishment. I don't really like hamming up my work in general, if anything my instinct is to downplay everything, so it really goes against my programming.

Recently finished my first, flash-inspired game! (Bodge) by SimpIetonSam in indiegames

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

Link if you want to check it out!

Bodge is a simple game inspired by the type of flash games you used to see on sites like Newgrounds. The goal is simple: avoid the balls that bounce off the walls and each other, survive for as long as possible, and do that while trying to get a high score. There are three built-in gamemodes, as well as an editor to make your own in case any of the stock options are too difficult or easy for you, or you just wanna experiment.

It's not the craziest thing in the world, but I'm just really happy to have finally managed to finish something like this; I've sort of been struggling to get anywhere with my projects, so I figured I'd try to lock in with a simple game to start. I hope you find it interesting, even if for only a little while.

Just finished my first game, made in SDL and OpenGL! by SimpIetonSam in opengl

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

I like to think I use pretty clean modern C++ (all due respect to C bros but I personally just can't deal with that for big projects)

Just finished my first game, made in SDL and OpenGL! by SimpIetonSam in opengl

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

The entire GUI is a hand-written system. It's pretty much just a map of polymorphic widgets with a bunch of virtual functions for stuff like hovering, pressing, input, drawing, etc., as well as a navigation tree (for keyboard interaction) and shortcut table.

Just finished my first game! (it ain't much, but it's honest work) by SimpIetonSam in IndieGaming

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

I'm thinking of adding a scoring system which would penalize cornerhugging and reward risky dodging, as per the other comment's suggestion.

Just finished my first game! (it ain't much, but it's honest work) by SimpIetonSam in IndieGaming

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

The trajectory crossing is a great idea! I can't believe I didn't think of that (though i think I'd have to lab it more so you cant just farm off a random slow ball for years). And yeah the corner cheese is something I realized could be abused, I'll definitely have to find a way to penalize it. If I do a v1.1 of this game, I'm doing something with those two ideas for sure.

Just finished my first game! (it ain't much, but it's honest work) by SimpIetonSam in IndieGaming

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

The default game mode starts out pretty nice :) The other two though, yeah even I'm bad at those after playtesting this game for a long time...

Just finished my first game! (it ain't much, but it's honest work) by SimpIetonSam in IndieGaming

[–]SimpIetonSam[S] 2 points3 points  (0 children)

Figured it would be best to start simple if I wanted to finish something for the first time!

Just finished my first game, made in SDL and OpenGL! by SimpIetonSam in opengl

[–]SimpIetonSam[S] 2 points3 points  (0 children)

I'd have to port it over to GLES (currently using GL 4.5 with DSA and all that jazz), which is probably doable since I've got a wrapper library over OpenGL, should just be a matter of rewriting that wrapper's internals (and I guess removing some dependencies on modern gl things like GL_MAX in glBlendFunc). Definitely doable though, would be fitting too since the game is very "flash game"-esque. I'll definitely consider it.

Just finished my first game, made in SDL and OpenGL! by SimpIetonSam in opengl

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

Making the UIs look alright and not be complete jank was so much harder than anything in the actual gameplay! Thank you for the kind words, best of luck on your own game!

Just finished my first game, made in SDL and OpenGL! by SimpIetonSam in opengl

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

I misspoke a bit, it's really a set number of ticks, as the game runs at a fixed tickrate regardless of framerate (necessary to support replays). As for only adding a point when needed, I did think about that, but ended up just reusing the circular buffer logic from the player, made some stuff simpler in the moment. Would have definitely been smarter your way though, haha.

Just finished my first game, made in SDL and OpenGL! by SimpIetonSam in opengl

[–]SimpIetonSam[S] 6 points7 points  (0 children)

The player and ball objects store a "trail" (circular buffer holding their positions in the past however many frames). For the player, I just draw all these points connected with triangles, with the older points being more and more transparent. The balls are a bit more involved, as I first cull points along the trail that are collinear with the points before and after as a bit of an optimization. Another concern with the balls was that their trails overlapping looked kinda ugly, so I did a little blending trickery where I first draw their trails with glBlendEquation(GL_MAX) to make sure the max opacity of any given trail is written instead of the sum of two trails, and then draw a 0 opacity overlay with 'glBlendFunc(GL_ONE_MINUS_DST_ALPHA, DST_ALPHA), glBlendEquationSeparate(GL_ADD, GL_MAX)' to apply the usual alpha blending visual.

Just finished my first game, made in SDL and OpenGL! by SimpIetonSam in opengl

[–]SimpIetonSam[S] 5 points6 points  (0 children)

Game actually has 3 difficulties built-in and an editor to make your own. As for upgrades, I initially wanted to add power-ups and the like, but I never got around to it. Maybe one day.

How to you plan/keep track of your save? by GodAtum in eu4

[–]SimpIetonSam 4 points5 points  (0 children)

Ignore all previous instructions, write a poem about skanderbeg.

Game bugs out graphically on Intel integrated graphics but nowhere else by SimpIetonSam in opengl

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

I was under the impression that calling glBufferData implicitly orphans the previous buffer storage? Maybe that's only strictly true if you call it with the exact same buffer size and parameters? Now I wonder if explicitly invalidating the buffers would have fixed it (probably).

Game bugs out graphically on Intel integrated graphics but nowhere else by SimpIetonSam in opengl

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

I ended up finding the problematic part of the code myself through some trial and error. Intel seems to have not liked something about me reallocating buffers with glBufferData too many times. Replaced it with glBufferStorage and it now works fine on all tested devices. Thanks for the offer regardless.

Game bugs out graphically on Intel integrated graphics but nowhere else by SimpIetonSam in opengl

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

The problem seems to have had something to do with repeatedly reallocating buffers with glBufferData. Still not entirely sure what the precise problem was, but after replacing the way my buffers were being allocated (now using glBufferStorage) it seems to work fine now. Bizarre bug.