Saturday, the 14th of April at 9:18 PM, 2018
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Author Notes:
Hindbodes edit delete
This is a comic that I rushed and squeezed out unnecessarily for no reason. However, if it really does become part of a temporary series, it may be more worth it than I anticipated.
User comments:
Zeboid Zen Trevor is almost as good as Jimmy Lee Johnson :D

Is this related to your game concept?
Reminds me of Ultima. Those were the games. Good old Apple II computer. Nothing I would recommend though unless you are hella curious. The games looked pretty much like this picture.

However, the good thing is the fact how you developed such games. I tried myself but not on Apple II obviously. Another old computer grandpa used to own.
Game logic design was pretty much sitting behind a table with pen and paper and jotting down memory addresses and positions on the creen where you are going to draw and what you are going to draw. Making all the calculations and notes was fun.

Naturally, I do not expect people to make calculations like that with current games and engines (impossible and stupid to even consider anywhere close) but it is still something that is lost. Something that used to train your brain a LOT and something that lasts you for life. You can build all other related skill just on the fact that you trained your brain that way in the past. It gave you a huge boost and a head-start in many things but sure, you still the brain for it.
Still possible with indie game development but even there the full beauty and strict restrictions of past games are not there completely which forced you to find one clever idea after another.

Good times :D
With my granddad, unfortunately, I was not as lucky. Obviously, everybody has two, but the one on my father's side was the last one left until 2006 and somebody I hardly ever talked to.

He didn't necessarily have a computer setup of that nature, but I'm sure he must have been cool. Memory supports that theory.

I used to wonder what Commodore 64 computers were like, and then some old guy named Bill explained to me that there was no charm to them at all as they were painfully slow to use.

Honestly, that method of programming doesn't sound too bad. I bet I'd be a lot happier with that than being given bad advice by the LOVE forums again... I like graph paper.

I wish I was on the dev team for 80's Mario Bros.

So far, this has not been something I've planned to make into a game. You never know, though - ANSI graphics are pretty cool.
I completely agree. Super Mario Bros. is a time tested method of how to create sidescrolling action. The basics are there and it is a very good example to study before you venture forth and create your own platformer.

Physics, as simple as they are, are all there based on actual calculations fused with good game design. I guess you heard about the development then. They charted many of the blocks and if Mario can jump on them VERY accurately to make the game fluid and obvious even to a kid's instincts. You EXPECT Mario to land THERE with SUCH AND SUCH jump at SUCH AND SUCH speed even without thinking about it.
Mario has his momentum, jump height, steering, and responds well to the D-Pad.

Another very good example is the Crash trilogy. The camera (most of the time...), pit size, Crash's speed and jump distance all make natural sense within the virtual game world. You EXPECT Crash to land somewhere just by instincts. And he usually does!

Many of the old bad platformers were bad because they felt unnatural.

Off topic but speaking of knowing physics: I remember this one funny story one physicist told during an occasion. He was in a car accident and one lady slightly rammed into him but with cars even that is quite the impact. She rammed into him while on a turn with a wider car. He prepared for it because he knew it was inevitable under those circumstances.
Obviously, she tried to weasel out of it when the police arrived but the guy argued with physics after asking for car specifications and such. Ultimately, they asked an expert and he indeed confirmed the guy was right or there is more to it. The lady then admitted it was not exactly as she said.

Knowing physics solves a lot of problems. Real life or game design. You cannot argue with those laws and they were not particles where you actually can, haha.
Crash Bandicoot is solid until you have to harvest perilous boxes.

Aww! That one is just unfair ;D

Yeah. That is a bit cruel. First level and you already need to cross a crates bridge.
Not sure how I have done it in my video but I later found out there is a trick with the mask there. You need to have the mask power-up and step on the bridge just as the first crate appears. Then you simply walk over it and it breaks itself. It is one timing to get right instead of multiple. Go to late and the first crates break and you fall. Go too soon and you fall right away. But it is less frustrating that way :D

Cortex Power has another of those albeit shorter. Still, I hate that one more because it is a sick joke! You first need to beat the whole level perfectly and that included backtracking with badly placed camera and THEN you still need to cross the crates bridge.

Kinda glad the other games mostly relegated these bridges to bonus rounds where you can just try them over and over again and even then, they are much simpler to break :D
You know, things have changed significantly since 2018. Technically I could make the Zeboid Zen Trevor concept into an actual game.
This made me think a bit.
Jimmy can be palette swapped other choice of the player you pick :D

Significantly so. In relatively short time. Somewhat reminds me of the high school days with a bunch of buddies. The rest is keeping at tackling more and more problems with knowledge obtained from the simpler ones. As you code and design more, you start seeing more variations of the same issue that suddenly is not so hard. There is one thing that is still going to be pretty difficult though and that is staring on a blank source file for hours sometimes, lmao.

I would also like to point out something before I forget plus some additional random stuff.
When I was 15 (I think, maybe 16) I was sitting on a train going across half the country during complete blizzard and it was obviously taking forever. I took and was reading a Czech book on C++ design patterns.
This sort of thing:
I was happily reading that like mmmhm hmmhm. It looked and sounded cool. Then I put the book aside when I was getting tired and I looked outside to check what is going on. The first thought I had on my mind was: "I have no idea what I just read."
I could not have, really. It is just something you work with and explore. Something that sparks your brain like "Hey! This is familiar!" when you actually encounter it for real. Over time with experience. Getting stuck is a part of the process and I totally guarantee you that much more skilled programmers on huge projects get stuck in the absolutely same way you do sometimes. Sometimes on dumb crap because nothing is ideal. For days. For weeks. On projects that in comparison have strict deadlines and cost "a little bit of money".
So choosing one path or language over the other should just be about accomplishing the goal in mind and I can tell you that you have still just barely scrapped what Lua can give you in terms of game development. So it is not a bad choice. People like to combine C++ or C# for generic framework with Lua for scripting, data structures and actual game logic. You can still give it a try on your own when you feel like it but right now it really is better to hack away at what you are most familiar with :>
I'm actually kinda glad you told me all that. I've been feeling pretty bad about my unfinished games and abandoned games a lot lately.

Like it says on The Hindbodes Index, my current state of game development is weird and unnerved but also pretty hopeful. I haven't been able to match up to Startup Tophat or even make a game since halfway through last year, but I have more skills and understanding of code than ever right now. Though maybe not the clear and focused brain to hash it out...

I'm definitely not done with C++, but as I've said I'm taking an indefinite break from it. Tragically, it wasn't actually my difficulty coding in it that brought me down, but rather how difficult it is to get libraries to behave and cough up instructions when a library is the only way I can get to work with graphics. I can't justify working and learning in C++ to myself without the ability to draw graphics.

This might sound a bit freaky, but I was kinda planning on using a resource that knows about it to make my own 3D polygon-based simulation with drawing operations and math. I'll probably just end up doing that in LOVE first.
Yeah. It is undeniably more work sometimes than languages that simply have something like "import X". C++ offers tons of flexibility but at the cost of its learning curve. CMake can still stump people and there are good programmers who actually never or hardly wrote any CMake files. Now imagine it used be even slightly worse and that is writing Makefiles. Some legacy projects still use Makefiles and it can be a nightmare. Many links to GNU make grammar no longer work, there is hardly any documentation and you have to rely on people sometimes who worked with the grammar extensively in the past.

Another less mentioned thing. The older programming languages were written by mathematicians or computer scientists. I mean the pure kind of computer scientist.
There are at least three ways you can look at how to do something. Or at some algorithm. As a scientist, as a programmer and just as important look of the non-initiated person. All bring in their perspective and ways. While computer science and math and programming are closely intertwined, the later languages were clearly made with more programming perspective in mind. "For people by people" sort of thing.
Funny thing is that C/C++ in recent years started to bring in stuff from other languages that some people say should have been there ten years ago. In that easier form. Sometimes outright humorously and obviously robbing other languages, lmao :D
Rough timeline of standards:
C++03 (finally introduced std::vector among other stuff)
Hilarious how it suddenly started rapidly expanding stuff :D

Very recently we dealt with google test framework library for C++ codebase. I assigned a buddy who worked with it before to take care of it. He started out quite cool but later turned to curses, lmao. One day he went home with this very thick aura of sadness. The errors were common stuff. Like you go through a list of things in your head that should help but nothing is working. The next day I got a note that he is ill. I felt bad about it so I called him. He laughed that it is a stupid coincidence but when he has been feeling better, he dragged himself to try something out he thought of and it worked! So I am going to definitely let him present what the heck was wrong and why we could not find it. That to me is the important thing. Even if it turns out to be a problem that takes longer to find but has three minutes explanation, people can learn from that. People can learn what to do about this problem when they encounter it. That is how everybody improves.

Wish I had something else to say other than it takes studying and hard work but know that it happens. To everybody. Always. Getting stuck happens.
You chose a tool that is better for your job. That is okay :>