You see games very differently when you start making them.
From a player's perspective: Mario travels across the Mushroom Kingdom!
From a dev's perspective: Mario is banished from the universe when he touches a flagpole. A perfect Mario clone is birthed and dropped into level 2.
From a player's perspective: Mario travels across the Mushroom Kingdom!
From a dev's perspective: Mario is banished from the universe when he touches a flagpole. A perfect Mario clone is birthed and dropped into level 2.
Comments
If you didn't, you really need to.
Just your post reminded me of one of the episodes.
iykyk
... a thought that can apply to so many things in life.
The halfwit who designed this keyboard I'm using, for ex.
https://m.youtube.com/watch?v=3h2E6CGV3HQ&pp=ygUJbWFyaW8gMTI4
Some fates are worse than death.
Game Dev: It would be more performant to just disable and then re-enable the same game object, rather than to destroy it and instantiate a new one.
Only try to realize the truth...
"Of course, when you fall down a pit you respawn on the platform above!"
"How tf do I make the player respawn? Do I need to register the player's previous position two seconds earlier? How do I know where the platform is? AAAAAAA-"
As a kid, we were challenged to replicate Mario’s behavior at a coding camp as a challenge. I thought Nintendo used angles (what angle he was approaching the goomba from) but it felt bad. I should have thought of two parts for hits detection!
GameDev: citizen.mdl has finally been freed of its constraints.
Sure the player might see a vast "Castle", I see a few cleverly placed together assets that give the illusion of a vast Castle
Game Dev: “it came from underground, just out of viewport, so it would definitely have loaded by the time you should see it, and it’s been waiting patiently ever since”
I didn't need to sleep anymore anyway.
Geometry Dash makes it deliberately visible - the obstacle course literally gets constructed in front of the player and destructed before it scrolls off the screen.
ok, so what you're telling me is that super mario bros is actually the prequel to soma.
What torment must he go through during a sublevel transition... before his form is ultimately purged, and his soul is forcibly transferred into a new shell, so that he may suffer the same fate all over again.
Before music theory, music could make me bawl my eyes out.
After music theory, I think "What scale degree is the singer hitting here?"... WHILE I bawl my eyes out.
After music theory: (indigestibly) why did they put the brown note in this beautiful song
From the dev’s perspective: I wonder if the comment lines in the code for that weapon have any swear words…
And sometimes I wonder how much of a certain game is only held together by spit, good will and a random line of code of which no one knows what it does.
Dev: There's 101 collectables, and one is 10km into the void to stop the game from segfaulting.
Now that's just scary lol
However, a game of mine *did* have an unobtainable collectable so I wouldn't have to recode the level-end door.
That level starts out with 0 collectables, and I wanted avoid a divide-by-zero without needing to check already-completed levels still worked right XD
Physics engines can be a pain...
“Nintendo just let slip a huge piece of Mario lore! During this week’s Nintendo Direct, CEO Doug Bowser confirmed for the first time that the world’s fave Italian plumber always comes back to life after he dies due to both Heaven and Hell rejecting his soul.”
But I’m a reverse engineer and game dev myself, so know exactly how these games really work. Doublethink, I suppose!