[–] 7 points 3 months ago (2 children)

Is this TUI, GUI, or source coding with some [other] output?

You're saying it has its own programming language ("Hive-"). Does it onboard you, or how do you learn or use it as someone unfamiliar with it?

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  • [–] 1 point 3 months ago* (last edited 3 months ago)

    I like this overview.

    The gameplay loop is what unites all games and game engines, although it may be veiled within the engine, replaced by abstractions or handler functions (callbacks). (Part 1.1)

    Incidentally, in my view, it reproduces the common belief that a game has to be structured as a main loop that might be hidden to the programmer in which case s/he has to associate actions(handler functions) to events. This example attempts to prove that it's not always the case.

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  • [–] 3 points 3 months ago

    If you store your timers in absolute time and keep them sorted, you only ever need to check the first timer rather than decrementing every timer every step.

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  • [–] 2 points 3 months ago

    It's perfectly fine and you're not alone in having multiple accounts. We have no rules against it on our instance. People are more than welcome to use different accounts on different instances as long as it's not used for ban evasion.

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  • [–] [S] 0 points 3 months ago

    Fair points, thanks — the "says a lot without saying much" one is on me. Concretely: it's a web app where you create AI chat characters (personality, backstory, avatar), talk to them, and then fight them in a timing-based fighting game — stop a moving bar in the green zone to hit, parry on a shrinking circle. Not a tabletop RPG, closer to a browser fighting game with a chat app wrapped around it.

    On the missing About/Privacy/Legal pages — you're right, and that's a real gap, not just a trust vibe. I'm adding a proper privacy policy and terms; an app handling accounts and payments shouldn't ship without them. Thanks for flagging it, genuinely.

    The "handholding" bit I'd push back on a little — the AI characters are just one option, you can create whatever you want and the ones you make are what you end up fighting. But I get why the landing page didn't make any of this obvious. That's feedback I needed.

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  • [–] 1 point 3 months ago (1 child)

    Clicking on the profile icon, the login/signup form mentions a termination of service and privacy policy agreements, but they aren't even hyperlinks so one can read them.

    Is the site made with AI too, is it more broadly sloply made, or something else?

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  • [–] 1 point 3 months ago (4 children)

    Create your own AI characters

    it was built for the Italian Gen Z crowd

    Are people so lacking in creativity nowadays that they need handholding for that?

    Also, I'm guessing it's some sort of digital tabletop RPG? The post and the site seem to say a lot without saying anything. And I can't seem to find an About page, a Privacy page, a Legal page, or whatever, and added to companies hoarding data and control with whatever tools and fads that pop up, hard to trust the project.

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  • [–] 4 points 3 months ago*

    I don't have any experience with game localization but on the software side of things, I feel like the biggest challenge is keeping the UI intact. In the original language you might have three equally sized buttons neatly next to each other, but then in the localized version one of the buttons needs far more characters than the original to convey the same meaning. What do you do in that case? Make one button wider than the others? Looks ugly. Make all of them wider? They might not fit on a single line anymore. Move one to the next line? Now the whole UI grows taller.

    Obviously, this is much less of an issue if the software is designed from the ground up with localization in mind and the UI already accounts for the possible differences in text length.

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  • [–] 2 points 3 months ago

    I did hear a point about general game dev trends which is how optimisation wasn't really a step in older games like it is now. When confined to the MB scale, or even just the finite scale of a single disc, the process wasn't one of bloat and then half-arsed optimization but hyper optimised from the get go. I don't think this shift is entirely the performance budget of modern games, but the multi-platform, limitless upper end, no disc limit design of modern games.

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  • [–] 1 point 3 months ago

    Hello fellow dane!

    I think it was quite an interesting read, got some good chunk of technical explanations too.

    Also making a multiplayer RP game (though roleplay focused, not traditional RPG) as a hobby - so this was nice to read.

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  • [–] 1 point 3 months ago

    210 MiB for a mini-CD, 155 MB for a low-density mini-CD, 30-100MB for business card CD (b-card) and there were actually some games released in this format.

    I don't know about actually getting such niche formats though, so I could also see a normal CD being used for multiple games (even more with shared assets/libraries). Or perhaps placing high enough in a contest like this, they author it for you onto the disc (with disc+mini-case art) for you.

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  • [–] 3 points 3 months ago

    you might already know, but this is because the game has a small executable but basically spends minutes at startup generating all the possible textures the game will need procedurally.

    I do find it funny how they were nice enough to compress this executable, with the uncompressed version coming at a whopping 108kb. Meanwhile, the screenshots are each about 2MB

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