@coolboymew @Inginsub @PurpCat @mitchconner @eric I think Nintendo was more concerned about untrusted developers leaking SDKs and finding exploits that could be used for piracy or something like that.
The only time Nintendo allowed consumer programmability before WiiWare was the Family BASIC for the Famicom, but unlike the Net Yaroze or the WonderWitch for the WonderSwan, you couldn't get your game published. It was more of a learning tool.
@coolboymew @Inginsub @PurpCat @mitchconner @eric
>but the fucking idiots tried to go 3D on 40MB limit
40MB is more than most N64 games. It IS possible, but any 3D game on there was going to look slightly better than an N64 game at best.
>This was pre-big indie, the Xbox indie thing wasn't completely unheard of, PlayStation had something similar, but the online did indeed make it bigger than it would be
Xbox 360 and PS3 had actual hard-drives which allowed bigger games to be downloaded. The Wii's NAND was only 512MB. They kind of had to severely limit the file size requirement.
@PurpCat @Inginsub @mitchconner @eric @coolboymew
>The closest some nobody could do to be a console dev with little money was to be in the XNA ghetto on the XBL store, or to develop for a failed console designed to be open but that nobody had because only others in the circle had it (Ouya). Maybe you could target an obsolete console. To be a console dev; you had to do all these requirements the console makers demanded (including installing security systems at home), sign numerous NDAs, and most importantly have "something to show". But also, you had to have a publisher and this is what burnt a lot of devs during the 360 era: as you couldn't self publish a game you had to either find a publisher or hope that Microsoft Game Studios would sell the game for you.
That reminds me of when Robert Pelloni was denied the Nintendo DS SDK because Nintendo only allowed already established publishers on their platforms. Despite every indie developer porting their games to Switch now, Nintendo was probably the most hostile to indies back in the 7th gen. Even WiiWare had some really strict guidelines that pretty much made only well established Flash game developers to be permitted on the platform.
@coolboymew @Inginsub @PurpCat @mitchconner @eric
>probably bought them mainly for Goldeneye and Perfect Dark
They actually thought that Rare owned Donkey Kong. Microsoft actually wanted to buy out Nintendo as a whole (reminder that there were talks about Nintendo also going the way of Sega given how the N64 pissed off so many 3rd part devs), but nobody at Nintendo took them seriously as there wasn't a single successful Western console manufacturer post-video game crash.
Dear open-source developers:
If your issue tracker is in a closed platform like Discord, then you don’t have an issue tracker.
More to the point, if a person who wants to look at your source code, documentation, release notes, or bug list is required to create an account or log in somewhere, then your project is not open-source.
I get that you should be supportive of your family in whatever they do, but I think you can draw the line when it comes to activism, especially if it's a cause that you do agree with, can never relate to, and/or outright despise.
Being forced to support a family member's activism means that they will have a certain degree of influence or control over your life. For example, if you have a family member who is a gun control activist, you shouldn't let that stop you from purchasing and owning a gun if you wish, but I know several people who were pressured to give up their guns because their younger relatives decided to become activists after watching David Hogg.
It could also affect your career and your financial life. I've known several people who were offered high paying jobs but were threatened to be cut off by their activist family members because the business in question had an owner or CEO that was openly right-wing or something like that.
Always remember that you are your own person and you shouldn't let your family members' politics get in the way of how you want to live your life.
@sun Does it support cross-platform multiplayer?
re: gamedev
@coolboymew Thanks. But I didn't compose any of it. That music was composed by Beau Buckley on OpenGameArt (repository site for stock game assets).
gamedev
Replaced the sprite for the teleporting wizard boss with a sprite of my own. Just one more to go!
#gamedev #gamedevelopment #indiegamedev #indiedev #indiegames #indie #SFML #cplusplus