I don't know why people were expecting Metroid Prime 4 to be good. I remember anons on 8/v/ warning about how woke Retro Studios has become back when Nintendo announced that they were restarting the project with them instead of Bandai Namco. Speaking of which, there is a comment on Synthetic Man's Metroid Prime 4 video which theorizes that they dropped Bamco after the success of BoTW and thought that only a western dev could pull it off as open-world games are more common there.

It looks like RWS was planning on publishing some Postal spin-off game but later pulled the plug because of accusations of the game using AI generated assets, despite there being no proof and the only evidence is the art-style giving the vibe and the appearance of a triple-barrel shotgun.

I personally think the game looks garbage either way because it looks like someone put pixelshit billboards in the Unity engine, but I can't tell if it's AI generated or not. If it is AI generated then I'm pretty sure it was an image to image conversion which to me used enough human input to not be considered "slop", but I don't know what other people think.

The anti-AI crowd can be a bit extreme to the point where even the use of AI filters is enough to call for boycotts. And personally, I think AI slop is 100x better than "asset flipper" slop because at least AI will produce something that is somewhat original, even if it is using data from other works.

You've probably noticed in the previous video that the player would make a "bump" before landing on the platform. I fixed it.

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Just started programming on my next game dev project. Right now, I only have movement and the gravity flipping mechanic implemented, but more is to come!

I think I'm slowly getting the hand of SDL. Going back and forth between C and C++ style syntax is something I need to get used to, but my experience has been mostly pleasant so far.

Note: this is not a game I plan on releasing. This is just me messing with spritesheets.

I guess any politician that criticizes the sacred cow country is going to be FBI investigated for now on.

Working on the design doc for my next game. Hopefully, switching to SDL will allow development to go smoothly this time.

Fun Fact: This was originally supposed to be the background image of the game over screen for my game, but I felt like I was going to violate some content guideline on itch.io for featuring something like this in what would otherwise be E-rated content.

Nobody has purchased my game yet. I guess that's either because I didn't include screenshots (until now) or my game is currently Linux exclusive.

What's next? Do I also need to disclose if any animals were harm during the production of my game?

And it turns out that there is already an itch.io user with the username "Ioncom". It seems like the person only used it as a username though and never intended to release any games, but it sucks that the username is already taken. Probably should've checked to see if the name was already taken on itch.io before making it my company name.

I could just make my itch.io username "ioncomofficial" or something like that. I'm not changing the name of my company though. I'm too prone to the suck-cost fallacy for that to happen.

This shit right here is what's holding me back on a Windows port of my game. I wrote my game using an older version of SFML (only because Linux repository managers are too lazy to update them). Now, I have to install an outdated version of MinGW and/or Code::Blocks on Windows or compile SFML manually myself.

To add insult to injury, simply upgrading to the latest version of SFML would also be tedious as the latest SFML builds also break compatibility, so there would be some code changes.

I do plan on releasing my game for Windows because it would be stupid not to, but this shit is tedious. I might move away from SFML and just use SDL like a normal human being because of this.

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