@OrangeyIs @TylerAbeoJordan@liberdon.com @digdeeper @TerminalAutism @udon It's all controlled. I've been telling everyone that, but all I get is the "shut up, retard lolbert, you know nothing" responses.
@TerminalAutism @TylerAbeoJordan@liberdon.com @digdeeper @udon Even those who jumped off of the Trump bandwagon still thinks that voting on a federal level will still change anything.
Here is a wonderful offer for you and your friends, just in time for the holiday season ahead🎁
Use the coupon L14SALE22 when you check out to avail $200 off on your order Librem 14 laptop.
Usual fulfilment time is 10 business days, but if you can also request for Priority Orders for standard orders.
@SuperDicq And those implementations will still exist even if proprietary or permissive implementations come about.
@ArdainianRight
>last year's winner was "It Takes Two"
I never even heard of that game. Apparently, it won the D.I.C.E Awards as well.
@beardalaxy
>for instance, something that went first person for a bit.
You mean like first person dungeons like in the original Phantasy Star. You can use fake 3D for that. Phantasy Star just used sprites to represent the room but they created additional animations to make it look like you are actually moving. The only drawback to this approach is that you can only have narrow corridors for dungeons.
https://www.spriters-resource.com/master_system/phanstar/sheet/169744/
You could also try a raycasting engine like what Wolfenstein 3D used. In memory, everything is running as if it was 2D (no Z axis being calculated) but the camera object casts a ray and draws the objects hitting that ray in order to draw them based on the distance. This allows more expansive rooms, but it doesn't allow for varying heights on walls. (Though advanced raycasting algorithms can let you do so) If you compare Wolfenstein 3D to Doom you can see the difference.
https://en.wikipedia.org/wiki/Ray_casting#Ray_casting_in_early_computer_games
Doom uses binary-space partitioning which is much more complex and is hard for me to describe. You probably don't need to go that far. If you have a more advanced raycasting algorithm then you don't need it. Rise of The Triad uses the Wolfenstein 3D engine but feels like it's running on the Doom engine (it has varying heights for walls and stairs), showing that raycasting is good enough in most cases.
The only case where you would want to have full 3D is if you want rooms on top of rooms without loading a different map in between. Neither raycasting nor binary space partitioning is able to do that.
>RPG maker itself is written in either c++ or c#, but the games all run on html5.
It makes sense for editors to be written in C++ or C#. C# in particular is really useful for quickly created GUI applications which is why a lot of editors use it. Even C++ engines like Unreal use C# for their editors.
>before then I believe it was all just C but you couldn't edit any scripts
RPG Maker seems to been around since 1988 for the PC-8801 and the MSX. You even had ports for the GameBoy Color and Super Famicom. Those were probably written in Assembly.
@udon @TylerAbeoJordan@liberdon.com @digdeeper He launched Operation Warpspeed.
@beardalaxy RPG Maker MZ seems to be HTML5 based since it uses JavaScript as a scripting language, and I assume that they use something like Electron to make standalone desktop applications. That should allow easy porting to consoles. Construct is also HTML5 based and allows porting to Xbox One via UWP.
It seems like the Switch doesn't support HTML5 though which is probably why Unite is being made. It's kind of weird because the Wii U had an HTML5 framework for indie developers to port their HTML5 games. I'm surprised that the Switch doesn't even though their eShop is apparently a web-application running on WebKit (Apple's browser engine for Safari).
>there are also some really talented people that have made plugins so you can use rpg maker to make a 3D game
Okay, this looks pretty impressive, but still using 2D character sprites is somewhat of a turn off for me (it makes it difficult to judge angles). Their walking animations look really choppy. Plus the whole thing is still running on JavaScript which may call performance issues, unless they can convert it to WebAssembly.
@digdeeper @TylerAbeoJordan@liberdon.com I don't know how they can do that without being assassinated (assuming they even have access to that knowledge). I think Bill Clinton wanted to expose some stuff about the JFK assassination but he was denied any information about it.
Best thing you can do right now is support your local politicians and hope that they will nullify and resist any Great Reset/Agenda 2030 agendas. All while you along with a group of people try to become more self-sufficient.
@beardalaxy I looked at RPG Maker Unite. If they really want to make it an "alternate version" while taking advantage of Unity, I think they should've given users the ability to make 3D games (for the first time?). Using a 3D engine for 2D games never made sense to me.
@beardalaxy IIRC, there were many different prototypes for The Sims 4. I think the one that became the actual game was supposed to be a spinoff (apparently a spiritual successor to The Sims Online) but they decided to just use that for the basis of TS4 which explains the lack of open world and drivable cars.
They could probably bring it back (while also getting rid of the rabbit holes in TS3) since computers have become much powerful, but this is The Sims we are talking about. I hate to say it, but the audience is mostly teenage and young adult girls who probably have a Mac or some shitty laptop. They do have to take that into account.
@admin Not a DRC user, but if someone reports something illegal like CP, the bot is just going to make fun of that person.