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See also: /ideaguy/ | /vm/

File: 1463744931030.png (39.81 KB,1024x768,4:3,haxe_flixel_logo_for_slide….png)

ec1239 No.26812 [Open thread]

Is it any good?

http://haxeflixel.com/

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ec1239 No.26816

>>26812

Seems like it.

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ec1239 No.26821

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ec1239 No.27747

It is.

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File: 1411071979842.png (227.65 KB,1739x1774,1739:1774,gmslogo1.png)

06a6bf No.29 [Open thread][Last50 Posts]

So this is going to be a new general in here I guess, suggest links.

>GameMaker:Studio Homepage

http://www.yoyogames.com/
>GameMaker:Studio Marketplace
https://marketplace.yoyogames.com/

Who master collection here?
296 posts and 49 image replies omitted. Click [Open thread] to view. ____________________________
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06a6bf No.27381

>>27379

Game Maker is the best 2D game engine period, it's a good choice unless you want to use some shitty drag and drop engine. Unity and Unreal add a level of complexity that isn't necessarily worth it unless you also want to make 3D games.

There's always the option of using a library or something with less UI, but that requires you to rely on your programming skills a lot more.

Also, it's worth noting that since you're just beginning, you want something that has a large community because that allows you to find help for all kinds of little questions a lot easier.

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06a6bf No.27735

Torn between being a cheap fuck and getting Game Maker Pro for $1 or whatever the minimum is, or just buying the larger bundle to get access to Android stuff.

Is GM good for Android games?

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06a6bf No.27737

>>27735

I thought the same thing when I've heard about the bundle, ended up buying the full packet, just because I never know when I have an idea for some silly viral android game since he android export is expensive usually.

And even if I fail, since game maker was the first thing that let me made an actual working game that I enjoyed making, it's worth the $15.

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06a6bf No.27738

>>27737

Yeah I did the same. Hard to leave it at that price since I'll more than likely want to have a play around with it if nothing more.

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06a6bf No.27786

So i've done this


if type = network_type_disconnect{
playerleaving = ds_list_find_index(listedsockets, sockinlist);
global.playerout = playerleaving;
with obj_player{
if controlledby = global.playerout{
instance_destroy();
}
}
}

and my problem is that, since every socket is called sockinlist, it always returns 1 no matter which socket i access because, according to GM help "Note that if there are more than one entries in the list with the same value, the position of any one of them may be returned"

So, how do i get the sockets to have different names? because i need the position which is gonna be parsed into the ID of the player disconnected.

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File: dd57f3aeade35ae⋯.png (2.89 MB,1920x954,320:159,687474703a2f2f692e696d6775….png)

4df68a No.27729 [Open thread]

I wanted to share with you this thing.

Is basically a custom rendered for Panda3d (really), it has PBR and that post 2013 kinda look to it.

https://github.com/tobspr/RenderPipeline

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File: 1466540783324.gif (98.02 KB,500x364,125:91,ss.gif)

add7f5 No.27042 [Open thread]

Hey.

How to write interesting, non-cliche characters? Any tips?

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add7f5 No.27517

by considering nietzche work, a ubermansch needs to suffer to get the state of mind of a hero.

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add7f5 No.27536

File: 1470748050302.jpg (676.64 KB,960x1200,4:5,05271612ac131713d26357cdc1….jpg)

OP, you should take the advice of >>27054 a lot more seriously than you did. A fixation on originality over general quality of content is a primary indicator of an inexperienced author. If you want to avoid cliches, the biggest cliche to avoid is that of the teenage writer who is so obsessed with not being cliche that they forget to attend to the quality of their story.

It's more important for characters to be relatable, believable, and likable than it is for them to be unique. As the old demotivator goes, a fork with each prong bending in a different direction is certainly unique, but it's not a very good fork. Worry about making something good before you try to jump into making something that's NEVA BEEN DUN BEFO.

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add7f5 No.27543

don't worry about being cliche first of all

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add7f5 No.27544

YouTube embed. Click thumbnail to play.

>>27543

[premature reply]

I wrote out a long post but then realized I have no experience only intuition

watch this vid.

its all about introducing characters to develop aspects of another character's personality and tricks for "visualizing"

play a game and try as hard as possible to dissociate from yourself and have empathy for the side characters

for example, play a JRPG (hard mode: xenogears) and think about every characters past and why is justifies their current attitudes and traits

be autistic and motherly

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add7f5 No.27728

>>27091

>>27092

Read some real books man, real western stories that have adventure and are written well.

The writing helps me find inspiration and think more clearly and see characters in action and formation. I recently got into "metro 2033" which inspired the game of the same name and "treasure island" which inspired "treasure planet".

i believe it really helps to see how a professional does it, almost like doing your own English class book report just without writing the report. You can study the workings of the writing still.

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File: 1471584076714.jpg (11.39 KB,360x240,3:2,Count.jpg)

a78a61 No.27603 [Open thread]

I do design and programming stuff, but I'm shit at math. I want to do some brushup on algebra and stuff, and build up to be able to handle more complex stuff. Problem is my attention span and comprehension is shit because a lot of guides, online academies, whatever are really boring in presentation and can't get through to me. Is there any particular guides that give context to the math and show practical, real world use of it, especially in games? Extra credit if they explain these things in bizarre ways that serve as great memotics for formulas and their uses. Extra extra credits if they're presented in imageboard levels of fun.

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a78a61 No.27607

>>27606

Khan Academy I've looked at, but it was one of the examples of being really boring in presentation. It's just math class in high school, just in a video instead of a textbook.

>>27604

Ah I think I've seen this ages ago and forgot about it. I'll check them again and see if I can follow them better than I could back then.

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a78a61 No.27610

Anything on higher level dimensional mathematics, how to understand them, and how to apply them to game graphics?

Related to this: http://chrishecker.com/My_liner_notes_for_spore

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a78a61 No.27618

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a78a61 No.27692

there's a thread in >>/prog/ recommending books. Seems good, check it out.

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a78a61 No.27710

>>27607

>Khan Academy wasn't engaging enough for me

Buckle down and stop being a bitch. If Khan Academy with its points, levelling system, ranks, achievements, etc isn't engaging enough for you then you're fucked. No book is gonna do it for you. Khan Academy is about as fun as math gets. There are plenty of well-made videos and all kinds of shit.

Maybe you tried it a long time ago? It's gotten much better in recent years. Otherwise, stop being an ADD faggot and just do it.

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File: 08610dd974f2ae9⋯.gif (96.4 KB,300x100,3:1,1417368327802.gif)

03ada8 No.27694 [Open thread]

Humble Bundle is selling GameMaker Pro+a bunch of export modules+some games and their source code for $15 bucks.

Or you can pay 1 cent and just get GM Pro.

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03ada8 No.27701

Thanks dude, I actually got the $15 bundle and now I'm wondering if it's worth trying to make some android games. For money of course.

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File: 7f1eba1e933e3cc⋯.png (272.29 KB,560x560,1:1,carlos.png)

f3f89a No.27687 [Open thread]

Hello my fellow goyim,

Does anyone know the fastest way to render a texture on screen? I'm currently drawing a primitive using device->DrawPrimitive and device->SetTexture to render it.

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f3f89a No.27689

Not very familiar with c++ and directx. I've been dealing with simpler languages most of my time. Been learning C++ recently hence why I have no clue.

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f3f89a No.27698

>>27687

xyproblem.info

fucking faggot

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f3f89a No.27700

>>27698

No I'm asking a simple question.

What is the fastest way to render a texture in directx?

It's not x or y, it's as simple as that.

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f3f89a No.27709

>>27700

enjoy your failure

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File: 8b232278e72a177⋯.jpg (289.19 KB,1440x900,8:5,fantasy_world_3-1440x900.jpg)

8550f2 No.27686 [Open thread]

This thread is for discussing worldbuilding, lore, naming characters/locations, and asking misc questions about how to implement something that fits with the setting of a game. All the lore/story of your game can be discussed in this thread.

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8550f2 No.27704

File: 0cb4732cb883695⋯.png (12.64 KB,528x404,132:101,spurdo_face.png)

Gread thread :DDDD

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File: 1470418880734.jpg (2.37 MB,2800x4000,7:10,1439166406792.jpg)

a712c0 No.27502 [Open thread]

Come watch/add some AGDQ/Speed runs/Vidya with like minded people - https://www.cytu.be/r/SpeedRunGeneral

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File: 1468850388232.png (175.92 KB,423x620,423:620,special color.png)

0d0b65 No.27297 [Open thread]

I have given up hope of there being another good Fallout game but I have a lot of ideas. So much so that I might as well make a new different game which is probably never going to happen. FO1's and FO2's skills were never designed to be "balanced" (Melee Weapon and Unarmed have an unnaturally high initial value to compensate for its general inferiority). While I don't completely agree on a lot of design choices of the good Fallout titles, I don't want to imply that I know Fallout better than the designers so I'll first stick to general ideas.

I would change how Intelligence work. Having a fixed number of skill points per level would make balancing a lot easier. Instead skills would have skill caps (not in increments; only enough to punish extreme lows and extreme highs would be rewarded with perks) based on the SPECIAL stats especially INT. Low INT would cap a lot of skills very low in the same way that Low INT in Fallout would give you very little skill points to spend per level. These skill caps could also buff some of the chems and nerf the skill magazines. I would divide the skills into 16 skills but I'll only post them if anyone is interested.

I was thinking of adding a fourth layer character customization (SPECIAL, Skills, Perks). I couldn't think of a fancy name for it so I'll call it Conditioning meaning the opposite of SPECIAL which intended to represent latent or potential ability. Conditioning increases every level like skills but it isn't part of stat checks. Conditioning usually serves the following purpose:

1) Decreasing the chances of negative outcomes happening such as critical failures or failures from not meeting the guaranteed success threshold.

2) Tie-breaking situations like turn order.

3) Small increases in minor attributes like how quickly one can recover from status effects.

Here are the general ideas:

>Composure

Reduces the chances of fucking up in battle like critical failures.

>Will

Reduces the chances of getting critially hit and getting status effecPost too long. Click here to view the full text.

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0d0b65 No.27390

Trying to make a magical girl game where a guy who turns into a tentacle monster accidentally replaces the familiars of the group of magical girls and is forced to act as source of their mana. It would stay in their school dorm until magic for turning him back is found.

The gameplay would involve the monster making itself useful and gaining the affection of the girls, managing their stress, schooling and popularity. Basically dating sim w/ rpg elements .

Here are some ideas for stats

> Tentacle PC

> Money- hollah hollah lotta dollar-can buy gifts and set up dates. Gain more money through keeping the magical girl popular.

> Mana pool - your personal pool of magical energy, which can grow by consuming monsters magical girls defeat. Can buy certain stats and perks by temporarily reducing max mana for a period of time. Can recharge each girl through lewd acts such as kissing to debauchery of handholding. Recharging in public can run the risk of reducing the girl's popularity.

> stamina- how many stuff you can do per day.

> durability- body's durability used to do determine what type of errands the tentacles can do, and if it can tank hits for magical girls.

> body type- modify tentacle body, or make a exoskeleton- from shoddy human shell to magnificent Tentacle Rider suit. B

> tentacles- open up new functions and shapes for tentacles.

Magical Girl

> popularity- popularity of magical girl. High popularity will cause proportionately higher stress. Low popularity means you'll get less money.

> stress- high stress will cause the girls to get sick. If high stress is maintained for a long time the girl will die... No, but you will be kicked out of magical girl school for being a shitty familiar.

> mana- proportional to the relationship and inversely proportional to stress. Mana allows the mg to be more powerful in combat(spPost too long. Click here to view the full text.

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0d0b65 No.27391

File: 1469584038410-0.png (226.02 KB,750x1091,750:1091,20111118-pissworld.png)

File: 1469584038410-1.png (574.18 KB,640x480,4:3,ClipboardImage.png)

>>27390

That sounds like a spin-off of iDOLM@STER with injecting your weird fetish. Admittedly, it sounds unique enough being Magical Girl Manager.

Please work on your excuse plot.

>>27297

Clarify what I meant. In Fallout, the V.A.T.S. percentages never goes higher than 95%. This is a carry over of the rule in DnD where at least one side of d20 has to be dedicated to a miss. The new stat system suppose to deal with that 5% as a baseline.

>>27374

>Give bonuses for having high composure instead, for example bonus damage/crit chance.

Luck already increases crit rate.

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0d0b65 No.27436

>>27297

Let me drop my analysis of the three portions of Fallout 1's RPG stat system.

SPECIAL/Attributes-

These serve the purpose of defining the strengths and weaknesses of a character that cannot be changed by leveling up. This is the GURPS component in that investing in a strength means creating a weakness.

Skills-

Whereas each attribute represents a fundamental portion of the game, skills represent specific abilities such as fighting with a particular weapon or picking locks. Though there is an opportunity cost for allocating skill points, the benefit of a jack-of-all trades is diminished by the TAG(that doubles the points allocated toward three chosen skills), skill checks in dialogue(wherein a dialogue option or action is only available with proficiency in a skill), and perks(which can rely on skills). As a result the player is forced to weigh the benefits of spreading their points out with funneling them into a couple stats to impact a crucial ability early in the game.

Perks-

Perks act to cement the archetypes a particular skill/SPECIAL combination is compatible with. Though the stat-based perks are very useful, it's primarily the ability o bend or break the game's rules that makes particular play styles possible, even if only at very high levels.

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0d0b65 No.27447

>>27297

you made dnd

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0d0b65 No.27490

File: 1470328272349-0.png (244.71 KB,753x657,251:219,FO1protag.png)

File: 1470328272349-1.png (10.87 KB,148x65,148:65,ClipboardImage.png)

>>27297

>>27436

Analysis of how the stat system was implemented:

1) SPECIAL

It was made as a replacement of GURPS. Bethesda clearly only likes it because it is a fancy acronym. All of the Bethesda SPECIAL videos are cancer. While I like to shit on Bethesda for making it easy to max out, they aren't the only ones the likes to increase its value. FO2 and FO:NV have a lot of ways to permanently increase a SPECIAL stat. Even devs that are not Bethesda, fell into temptation of giving out permanent SPECIAL stat increases due to the perceived sense of progress. That is why I wanted to add the stat system that I posted in OP. Also, Gifted is pretty OP; it might as well been called Easy Mode. There is also how little SPECIAL affects Skills (minus Intelligence but in the way that I meant). You can have 1 Charisma but have 100 Speech. FO:NV distinguished between base SPECIAL and altered SPECIAL which I think that is an improvement.

While I like the SPECIAL system, I find some of the ways that it is balanced questionable. Agility is very important in FO1/2 and not so much in FO:NV. Intelligence is a little too OP but dumbing it down to FO4 level was retarded. It was the only stat that needed to be high early on to reap the most benefit. Charisma is very OP in FO2 and kind of useless in FO:NV. Strength was the easiest to boost and Luck was the hardest to boost. While Obsidian showed the Skill requirement in order to make it more accessible, it hid the SPECIAL and Perk requirement unless you fulfill it which leads to some interesting surprises.

2) Skills

Unlike SPECIAL, Skills are intended to go up every level. In FO1/2, Skills were never designed around being balanced. There were shit skills. overpowered skills, and skills that seems pointlessly split. Skills like Melee Weapons and Unarmed were never really good choices for Tag Skills and they start out with a much higher base stat then something like Small Guns, Big Guns, or Energy Weapons. I have a feeling this was intended considering all the preset chaPost too long. Click here to view the full text.

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File: 1469484424488.jpg (577.88 KB,2256x1250,1128:625,pic unrelated.jpg)

feb1e0 No.27383 [Open thread]

Why don't group projects ever work, or even get started to begin with?

How can we fix this?

I want to contribute art and designs and maybe small bits of code to a game project where other people do most of the programming, because I'm not so good at it myself. I crave to design worlds for a game, but this kind of projects seem nearly nonexistent and you need to be crazy good (usually with many things at once) to be hired in a studio.

I've been waiting for so long for an interesting project to surface, but it never seems to happen. Or am I not looking in the right places?

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feb1e0 No.27466

>>27461

Btw, yes, you are right, I sounded like an idea guy even if I tried to say the opposite. I should have stated first that my main occupation is programming which is 98% of the work , and then on top of that I would keep the git repo and the design documents clean.

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feb1e0 No.27471

File: 1470241854690.jpg (97.7 KB,633x742,633:742,1469347515772-4.jpg)

How about this:

Ideaguy drops a design document for a very short and simple 2d game

Artists do their thing

Musician do theirs

Programmers gets all the assets and put it to work.

???

Profit.

Pro

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feb1e0 No.27472

>>27471

Hey, if that was the deal, I'm all in. I'd even manage code audits and pull requests for the central repo.

It would have to be GPL, though, so that no one faggot involved can try to hijack the thing somehow for themselves.

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feb1e0 No.27475

>>27472

Well, Just wait for our game designer, considering the immense amount of nodevs we have around here, someone might want to collaborate.

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feb1e0 No.27476

Well it's not like a designer will fell off from the sky. If a team group up and nobody has previous experience with pure game design the best solution is to implement one system foreach guy involved, so that each one has only to name sure his system is fun

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File: 1469006275831-0.png (182.31 KB,1024x786,512:393,1.png)

File: 1469006275831-1.png (135.72 KB,1025x787,1025:787,2.png)

23beb4 No.27320 [Open thread]

I was told to come here, maby you can help.

Im working on an isometric game in Gamemaker.

my problem is im stuck on depth.

my character will go under the tree the closer i am to the screen and above the tree when im farther at the top of the screen.

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23beb4 No.27358

File: 1469177978401.gif (104.27 KB,300x136,75:34,1357806460945.gif)

after spending $1.99 on this.

https://marketplace.yoyogames.com/assets/2422/top-down-depth-engine

all i had to do was change this code

{

depth=y*-2;

}

to

{

depth= -y

}

REEEEEEEEEEEEEEEEEEEEEEE!!!!!!!!!!!!!!!!

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23beb4 No.27387

File: 1469550311039-0.png (13.57 KB,612x534,102:89,1.png)

File: 1469550311039-1.png (18.25 KB,622x242,311:121,2.png)

ok, so im trying to get this A* engine working, but when i try to run the code I get this.

anyone know what the hell this is.

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23beb4 No.27392

>>27387

I'm not familiar with GameMaker script, but that seems pretty cut and dry.

>Variable obj_Astar.<unknown variable>(...) not set before reading it.

Either obj_Astar wasn't assigned a value before you attempted to access its fieldwidth variable, or its fieldwidth variable was never assigned when you're trying to subtract 1 from it. Not sure which, but either of those are almost definitely the issue.

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23beb4 No.27402

File: 1469625848043.png (1.01 MB,1024x695,1024:695,64496261_zps17f8baee.png)

I don't have anything to add but you should know that the camera angle you're using is called Orthogonal, not Isometric. Iso is pic related.

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23beb4 No.27403

File: 1469638446919.png (28.35 KB,1020x785,204:157,path.png)

>>27392

I got it working.

>>27402

thanks

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File: 1456073210861.png (7.94 KB,300x300,1:1,b_horse.png)

6ccb9e No.25513 [Open thread]

I was wondering, why there is a relevant number of open source community developed project, while there are almost zero games done that way?

Clearly design and balancing can't be done by the community, but for every other aspect it's just like another program.

>pic Unrelated

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6ccb9e No.25569

>>25566

>HeartBleed. The OpenSSL maintainers were so shit that they didn't even know how to fix anything and turned down patches

That's anecdotal evidence. The biggest-selling proprietary software project in the world, Windows, still handles scrollbars and fonts in the kernel.

One datapoint never ever proves anything. Statistically, free software is more secure by its very nature, and where security goes, it avoids the broken model of security through obscurity.

I agree with you that free software isn't necessarily more secure, but it's hard to argue for or against that point because there aren't a lot of alternatives to compare it to these days. What's the next leading proprietary SSL implementation that's used widely in the backbone of the internet? Because most of these projects are actually developed by professionals who are paid to work on them (including OpenSSL), free software is as insecure as proprietary at worst.

glibc has become its own monster.

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6ccb9e No.25570

>>25519

There isn't a study, but look at the free software community vs proprietary software, and you see that free software is a huge thing.

Look at Creative Commons music, writing, and art compared to heavily copyrighted and controlled music, writing, and art, and you see the Creative Commons counterparts are nearly nonexistent. I can't think of another community outside of programming that has a gargantuan force composed of amateurs and professionals alike dedicated to putting millions of man-hours into giving something away to the community with only the requirement that they have to continue giving it away for free if they change it (or even charging money, but still giving the product without any restrictions on use other than not allowing additional restrictions).

Most game development things I've worked on had the experienced programmers usually wanting to use a free license, and everybody else shooting it down.

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6ccb9e No.25571

>>25570

Aye. Tools and engine programmers, I've encountered for the most part, are all about MIT license.

Whereas I was practically among the only few in gamedev in a particular genre -- until Kickstarter and Patreon came about, then all of sudden you have all these LLCs.

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6ccb9e No.25627

>>25570

Code has a lot of potential beyond originally intended usage. It can be improved on, learned from or reused.

Art assets, especially baked art assets, just don't benefit this much from being shared.

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6ccb9e No.26184

>>25513

Have some reasons:

- Unlike for source code, where you get potentially increased security, portability and other devs who do it for ego, having their use case fullfilled and learning, there is nothing in it for providers of other assets, like models, images and sounds.

Making art for your own hobby project might be cool, but for other peoples project it's boring, unpaid commissional work. Chances are high you also can not use it for your portfolio.

- Like you implied, making a game needs a lot of dedication and an eye for details. Most smaller open source projects work around the idea of a rough, basic use case and removing the edges later on. That doesn't work that good for games. For games, you must deliver the core aspect why player would play it pretty much spot on.

- Most single player games live by their story. Open development is basically an instant spoiler. Worse, often "story devs" come up with ideas that work in movies or books but are cringeworthy for games, because the medium doesn't allow for the same things. For that reason you will see that competitive multiplayer games (e.g. Hedgewars or Warsow) and score-driven single player games (which are effectively the same) work out a little bit better.

That said, with network multiplayer games you easier get cheaters.

- Open Source or software projects in general attract a huge number of fucking sperglords that can't into humans. I wouldn't go as far as saying that's an imperative skill for every kind of game, but it really helps in a lot of ways.

- Big game studios have lawyers to keep a lot of bullshit from you. In one Open Source project I even witnessed team some team member becoming offensed for some worthless religious reason and for the game not being child friendly enough for his 5 or so year old.

That nearly destroyed the project and is the reason I ceased most work on most other peoples game projects.

Fuck children (in a figurPost too long. Click here to view the full text.

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