Sunday, the 14th of April at 7:34 PM, 2019
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Indeed! I have not forgotten about my Crack Putty nor am I backing down from the spectacle of my mighty A MINEPLAGIARISM. A quick, fully-animated teaser trailer will be coming out on YouTube and some other plaform/platforms very, very soon.

Now, funny you mention that, because I made a promise to a friend that this slot would be occupied by an awesome ant comic - BUT, that was IF nothing went terribly wrong. Well, something did go terribly wrong... we're 10 days out of properly celebrating Crack Putty's anniversary, and I've not even storyboarded what I wanted to put there!

The idea is still happening, and it will be awesome in the very-soon day that I upload that ant saga page we speak of, but hopefully this poster for my game, AMP, will suffice in the meantime. This is April 14 and my 14th day working on the game itself.
User comments:
That is a creepy looking cure creature like something from a Commander Keen game :D

Nice! Best of luck with the game and let me know if there are problems. Unless it is engine specific stuff I would have to study for a longer period of time, other stuff is fine.
Plus with what I have already seen it probably will not be needed anyway!

To avoid that stress conflict, like here with the ant comics, this is what I do: Have one day where you just do whatever and one where you either code small simple unrelated stuff (or outright dumb stuff) or do other things you like.
Not counting responsibilities into this but it works. Up to you though :D
This way you can celebrate ants as well, lmao.

Also take a break when you are too stupid to code. I forgot his name but one programmer said that if you are too stupid to code and nothing is working, you go away, do something else, forget about it and then sit back down and just do it. Works most of the time!
That man is absolutely right. The rewards you get and perils that can be avoided are fantastic if you walk away from a cliff-face of code to come back another day. This hasn't happened in C++, but by fuck have I suffered the phenom in my LOVE projects. Later, I tried following the advice inherited from the advice and realized that holy shit, "the code is way less broken than it would be if I kept chugging yesterday, now!"
Yup! That is exactly it!

"advice inherited from the advice"
Haha, you would fit right in over here :D
That is a good plan though. Make sure to adjust anything to how it works best for you but there is plenty of advice that simply makes things much more manageable. Good luck!
One time I got really pissed off at my project because I forgot to rename a bunch of functions in [require]-ed files that had the same name as the root, and was relieved when I figured out why nothing in main.lua was doing anything. Because it's been re-defined by other lua files, Ed.
And now thou shalt remember the problem and thou shalt offer guidance to such problems. Thou shalt build a personal library of problems and solutions to those problems. And thou shalt remain eternal student.

Haha, yeah. I recently solved a problem for a bunch of very frustrated and very stuck guys, and one lady to be fair, where time was of the essence and things needed to be delivered immediately. Everything looked freaking good but yet their values were wrong and thus ALL tests kept failing. And they could not deliver a release where ALL tests are failing! I was stumped but then through debugging I noticed familiar behavior that smelled of problems caused by zero initialization instead of values they wanted there. Turned out I needed to just move a bunch of lines above another bunch of lines! We all laughed at that. It had to do with how the C++ compiler initializes non local variables and objects and the order how it proceeds with both static and dynamic initialization. And even THEN this was one of those "one in an X" problems and unless you have some detailed knowledge you will be stuck thinking some magic is causing bad values! So it is not like you can fault people and they learned AND I also learned!

Robert Martin in his book Clean Code says: "Truth can only be found in one place. The code."
The mistake is always going to be there but sometimes, unfortunately, you may cause it without knowing it is a mistake.

Similarly to this, Donald Knuth in one research paper notes the following: "A programmer is ideally an essayist who works with traditional aesthetic and literary forms as well as mathematical concepts, to communicate the way that an algorithm works and to convince a reader that the results will be correct."
If you are going to write something then you should probably understand the topics what you are going to write about and implement into your story, right? It is the same thing!
Please mind that he says "ideally". You are not going to write ideal code so do not worry. I am also not worried. Famous people are also not worried. But the point is there and I am sure a person can come close with time and experience. Nothing is ever going to be ideal!
Speaking of which, I can get a window showing in OpenGL now, but I can't think of any draw operations I can add and now my frustration maze is about trying to set the background colour. Undefined reference because I didn't make it a GLclampf? Really?

I might try to fix that tomorrow. Progress is progress! Even if I was in roughly the same area I was back in February-March before I unprogressed by dumping GDIplus.

It's annoying, isn't it? Having amazing stories to tell that can only be understood by other programmers... I hate not having a programmer friend in New Zealand or Australia that I've been able to know face-to-face.
That sounds more like OpenGL stuff I would have to actually look up and right away I cannot say what that is and how big it is.
Still though. Unless you solved already and you wish, you can compile an email and I shall take a look during spare time :>

Oh, plenty of us over here, haha. So that is not really a problem but ya, I understand. Best stories are written in code!
This is difficult to answer but I can say one thing: A lot also depends on how many steps you are willing to take yourself. Maybe still too soon for you but why not. I also understand differences in situation so perhaps something very local at first.
I met many cool buddies and friends in school and jobs BUT also on various events, gatherings and conventions either here but also abroad.
Both NZ and Australia strike me as places with MANY opportunities, small or big, when it comes to events. Especially AUS since there I can confirm hella good programmers.
Game development is in these days. I doubt there are not any such events locally you could attend physically.

Good luck!
Hah, thanks... the problem is (thank you, still) that after living in New Zealand for 20 years, you can 100% confirm that it is god-awfully inadequate with providing support services and opportunities. You can't even learn to design games at a university without them passing you full marks with a game that chugs like Mass Effect 3 on a Playstation 1. Because yes, game development services in NZ put the bar THAT FUCKING LOW. IF I DEVELOPED STARTUP TOPHAT AT AN NZ UNIVERSITY, IT RUN AT 8 FRAMES PER SECOND. If I find somebody in NZ who likes making games and is good at it that I haven't met before in the next freaking week, my surprise will go through the roof.

As I always say, I was born in the second-worst-possible first-world-democ country. At least France has people who know fucking anything about working with software.

NZ is pathetic with services of all forms of doctoring, health care, psychology, therapy, social unisolation, technology development, innovation, the arts, TV, software, and jobs - all of this to such a horrendous level that it makes Dunsparce's stats look good. There are things you can get in America AND Australia that make NZ seize up and say "UURRRHHH, I DON'T NEED THAT IT'S NOT IMPORTANT!"
Hm. I see. Do you think my expectations were too high? At least AUS then, haha. But I understand at this point you cannot simply pick up and go there for stuff. I do not know how options are in that regard.
On the other hand, uni is uni. You meet cool people, get knowledge but when it comes to coding you have to work on the sidelines constantly yourself. You will only get some relevant pointers (oooooh PUN!! ahem). That is what you are doing anyway. Just noting that the problem is not unique. I heard game dev has similar issues in schools elsewhere as well. Unless you are like Switzerland with heavy emphasis on dual education, quite successful, especially in tech these days though nothing of gaming I know of and it is coming over here as well.
NONE of that prevents coding though! I would be on a lookout for events constantly. Or game dev conventions. Even in AUS. The contact you want cannot be that far :>

Mm. Not doing game development or coding engines (as much intriguing as it sounds when looking at the good stuff that is Carmack's work) so cannot talk from that position but the overall approach cannot be that different?
Speaking of which: Some time ago I heard that Richard Garriott (Ultima) still has sheets of Ultima games AppleSoft BASIC code printed and displayed, haha.

Good luck!
In 2D games, I'm getting screwed up over and over by collision troubles. Did I run out of luck? I probably used it all when working on Retropain's absolutely PERFECT everything else!

I really want Retropain to work and publish... because if I do win that one, I can finally rest easy with a game being released this year, and won't have to worry about it being a Tophat game.

Also... thanks Tiled. Good thing I knew about OBJECT LAYERS with their POLYGON DRAWING functionality before I sunk hours of work into lesser methods for tile maps in Bowler and Tophat Loves Acrylic, RIGHT!?

I got to the Elite Four's building with my Vileplume and Shiftry.
What kind of collisions are you doing? You can send me stuff if you wish. Hard to say like this.
(disregard if you did since I have not had the time to read that one email yet)

You have a few choices though. Look at how some other 2D games did it. Visually. A lot of them actually have very simple collision effects so I would not at first try to replicate the behavior exactly as it should be according to physics. In some cases it might even undesirable due to how gameplay and fun should be your first focus.

One method would be to have an invisible hit area or a hit box around the object. That always moves with the object's center.

Look up "axis-aligned bounding box" or AABB collision detection. It will require some reading but the point of it is very straightforward for 2D collisions.
First, aim for detection if the objects even touched or interacted. That is fairly enough for a 2D game at first. Later you can think about one object pushing the other or whatever.
You might be surprised but I think I've done that already. ent.e.leftshldr <= other_solid.e.rightshlr

I'll send you the LOVE file soon.