2010/12/03 (Villainmad): Game Making
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Those of you who are following me on Twitter may have noticed that I was making a game. I wanted to make a danmaku game using Game Maker, because hey, you can't program games in PHP, and game-making software handles a bazillion different things which I'd have to deal with on my own if I was programming it from scratch. This was as test to see how well it could handle hundreds of objects at once (before I tried to plunge into the raw mess of 3D graphics in Game Maker), and this was what I made after that, once I implemented dying and making enemies die instead (the controls are the same as Touhou, bar weird keyboard shit). I used assets from a "how to make a shmup" tutorial which was mostly a "how to make a 1945 clone" tutorial given the assets it came with. The real game is to be called Villainmad, and H.C. Staff is kind enough to help with art assets for the two heroines, Lexy Striker (the Marisa-looking biker) and Hiyasu Ikoma (the Rei-esque android).
Now. Ever since I publicly expressed my intentions of making this game, I've more or less continuously receiving the message, from all sorts of different directions, that relying on Game Maker is not a valid long-term strategy, or even a good short-term one, for making Real Games.™ Especially if I wanted to sell them, or translate them into languages with symbols that aren't on an American keyboard (the concept of unicode does not exist in Game Maker's alphabet). So I decided, screw that.
New plan: I am going to learn C# and make games with XNA. Yeah, there's a whole bunch of things I could be doing which are supposedly easier, or which have a quicker path to "just making the game," but at the top of the list is going right back to Game Maker. In compiling this proverbial list, I came to the conclusion that if I wanted to make Real Games,™ I was going to have to figure out programming-from-scratch (or not-quite-scratch) sooner or later, so I might as well get it done now. Yeah, the project is going to be a whole lot harder and longer than it was when I was just using Game Maker, but the bigger they are, the more satisfying the crash when they hit the ground. I'm going to view the problems and obstacles ahead of me as challenges, not objections.
Next: 2010/12/11 (Villainmad): She may not look like much, kid, but she's got it where it counts.
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