I don't know where Unity landed after that whole fiasco, but if you use Unreal you only pay 5% after the first million. If my game sold a million dollars in revenue I don't think I'd be concerned about royalties. Seems to me that it's more of an issue for mid-large size devs
>Millionaire computer science nerd spends his time developing his own programming language and engine while making even more money from live streaming it.
God he must feel horrible with all the fun he's having.
His game has over 1000 levels and had tons of feature creep and he's writing his own compiler which creates a debug build in under 60 seconds. 8 years you haven't done anything but shitpost and got 3 (You)s.
>he's writing his own compiler which creates a debug build in under 60 seconds
????
that’s slow. he originally claimed his language would churn out 1M LoC a second and last I checked sokoban was at 17k
The one he's currently making. Supposedly it'll have 750+ levels, and some of those levels are 8+ hours in length. Sounds kind of crazy. Guy's a twat but I've always enjoyed his games.
>some of those levels are 8+ hours in length
He always exaggerates about how long his levels/games are, he uses the highest possible estimate for a level if you weren't experienced at puzzle games and got stuck on it for a while, and acts like that's how long the game is.
Still, even if a more reasonable estimate is like 3 hours or something, that's a pretty wild length for a single level in a game with that many levels.
It's definitely a fricking huge game and there's one level in particular that's like a 5x5 grid of interconnected puzzle sections and spans multiple floors. Even when he describes The Witness he tends to exaggerate how many hours of playtime there's in it, which is weird because he doesn't need to do that.
Are there any devs that are super vocal about game design on youtube or twitch that don't take 10 years to release something that could have been done in 1? I guess Tim Cain, but his recent games are shit.
As a fan of Jon Blow's games I fully support your attempt to bully him for taking too long to release his sokoban clone, also please bully him for not releasing the programming language too
i love watching twitch vods of this guy dropping $100 on random indie games after a cursory glance at two screenshots, playing them for literally 60 seconds, getting mad, calling them shit, and closing them to move onto the next one.
deus ex was made in unreal engine
basically every retro fps that wasn't doom or quake was made in someone else's engine
building your own engine is the biggest midwit trap and you should only really do it if you have carmack levels of talent on your team
now post all the games that weren't successful or never released because the dev was too busy tinkering with the engine. I'm going to guess it's more than four titles.
Well nothing is more successful than minecraft. Having said that, Minecraft also gets criticised for using java anyway. Notch didn't exactly do things the "right way".
Not more successful, just more games that used premade engines.
Also, if bedrock edition is any indication, java isn't holding back minecraft.
They bothered to rewrite it, and it is still a buggy plate of spaghetti, but now with microtransactions.
off-the-shelf engines can't do the giant editable terrain block thing like Minecraft and Terraria need, so actually the custom engine was a key ingredient
Factorio also has lots of optimizations at the engine level to support the complicated machinery, mass pathfinding, etc.
If I was designing Minecraft I would do it more efficiently, use Godot. Every cube is a Node3D. Every side of a cube is also a node. Every texture on the side of a cube? Yep, nodes. And then we just need to write some GDScript code to make the nodes interact.
>I need to reinvent the wheel to suit my very specific purpose
homie just fricking use unreal or unity
Hell some of the highest regarded indie games like hotline miami were made using game maker.
Making your own engine is just a cope for talentless hacks like blow that want to take 20 years making a shitty puzzle game.
>Millionaire computer science nerd spends his time developing his own programming language and engine while making even more money from live streaming it.
God he must feel horrible with all the fun he's having.
Yes and from my perspective of mostly being a moron his ideas sound horrible in terms of how I like to use computers. They're probably clever solutions to security issues we're plagued with in how current OS's are designed but I hated everything he described about his OS idea.
https://www.twitch.tv/videos/1959726401?t=0h46m26s
found the point in his latest stream where he runs his debugger that seems to do the optimal solution for each level on fast forward. seems there are at least 760 puzzles going by his debugger run.
?si=JI-JW6j4g2U3h42E&t=181
holy shit this guy is funny but how fricking big is his ego? dude you've shipped TWO games in the last 15 years. both of which have been forgotten. someone tell this guy to make GAMES, not technology
He shipped 2 games written from scratch, one of which is 3D. That's pretty good. He would have released 2 more games by now if he hadn't decide to make his own production quality programming language and compiler and written his games in it.
It's definitely nothing to sneer at. I couldn't do it. But specifically him telling people "game dev isn't for you because you asked how to get started in game dev" feels rich considering his primary occupation seems to be programming, not making games.
Most uber-successful and well-known game developers don't have an ounce of this ego on display. Sakurai literally makes videos for babies on how to design games. Imagine Carmack saying "oh you want to know how to get started in programming? sorry, it's not for you"
if you are doing nothing for game dev and continue to do nothing and have to ask for baby mode handholding resources on where and how to get started and can't just figure that out on your own, will you then ever actually ship a game?
His ego is so big that he banned "the looker" from being typed in his chat kek.
Good programmer but I would want to off myself if I had to listen to him for more then 5 minutes.
Huge ego but he is a good programmer so maybe deserved? But not really by his age. Carmack isn't like that for example. The Witness is not forgotten but braid certainly is. People remember Soulja Boy playing it high more than they actually remember the game itself.
This guy is the personification of "not developed here" syndrome. He's spent countless years re-inventing the wheel with JAI while not getting the actual thing he wants to make, the video game, off the ground.
Making his own language and engine is only useful if you want to do shit you can't do with the tools that are out there already.
A big ego made him think he could do it. Any normal person would've thought "holy shit that's way too much", but Blowhard thinks he's the special 200iq genius that can do everything on his own and also do it better than everyone else. He can't admit that he wasted 8 years on all of this and he definitely can't admit that he was wrong. Maybe he'll spend another 8 years on this, finally release the game, the language, only for nobody to give a shit.
Wouldnt making a game with someone else's engine actually be fricking someone else's chick? Is this cuck cope?
No, the engine makes your game and then you become the developer of a game that isn't your own.
if you don't write your own OS you are literally being cucked by windows/linux/macos.
this but unironically in the case of windows
>end up making a game that no one buys because you insisted on not making it for the most popular OS
The sane solution is to use SDL
It makes your game run on anything that runs scummvm (pic related)
no, you play child support to the people who made the engine.
That's assuming what engine is used. Hell even unity only has strings attached if your game is far more successful than you had any hopes of it being.
I don't know where Unity landed after that whole fiasco, but if you use Unreal you only pay 5% after the first million. If my game sold a million dollars in revenue I don't think I'd be concerned about royalties. Seems to me that it's more of an issue for mid-large size devs
>midwit tries to reinvent the wheel
>ends up never releasing his game
Many such cases.
see also: dingdong.
>Millionaire computer science nerd spends his time developing his own programming language and engine while making even more money from live streaming it.
God he must feel horrible with all the fun he's having.
His game has over 1000 levels and had tons of feature creep and he's writing his own compiler which creates a debug build in under 60 seconds. 8 years you haven't done anything but shitpost and got 3 (You)s.
Yet I don't know who he is and I can make a game just fine with easily accessible engines.
Where's your game?
nta but it's not much of an own considering thousands of devs create games in Unity/UE who would otherwise not be able to code an engine
99% of the advice I've received is DO NOT BUILD YOUR OWN ENGINE
thousands of devs no one has ever heard about, cool.
>the majority of video games
>"no one has ever heard about"
Why are you on here if you know jack shit about vidya?
>he's writing his own compiler which creates a debug build in under 60 seconds
????
that’s slow. he originally claimed his language would churn out 1M LoC a second and last I checked sokoban was at 17k
Is this a Terry reference?
I don't know but what I do know is Blow's OS won't hold a candle to Temple OS, if he even ever finishes it
So? You just have to be the dude who fricks her better. I don't get this analogy.
what game of his is a sokoban clone?
The one he's currently making. Supposedly it'll have 750+ levels, and some of those levels are 8+ hours in length. Sounds kind of crazy. Guy's a twat but I've always enjoyed his games.
>some of those levels are 8+ hours in length
He always exaggerates about how long his levels/games are, he uses the highest possible estimate for a level if you weren't experienced at puzzle games and got stuck on it for a while, and acts like that's how long the game is.
Still, even if a more reasonable estimate is like 3 hours or something, that's a pretty wild length for a single level in a game with that many levels.
It's definitely a fricking huge game and there's one level in particular that's like a 5x5 grid of interconnected puzzle sections and spans multiple floors. Even when he describes The Witness he tends to exaggerate how many hours of playtime there's in it, which is weird because he doesn't need to do that.
Are there any devs that are super vocal about game design on youtube or twitch that don't take 10 years to release something that could have been done in 1? I guess Tim Cain, but his recent games are shit.
Uhhh David Szymanski I guess? But I guess he doesn't really talk about game design that much. But he is very vocal.
Sakurai, obviously
When was the last time Timmy made a good game? New Vegas? Lmao.
meanwhile, Hakita and team turn Unity into high art
Can you rephrase this into a food analogy?
t. American
You don't need to use someone else's engine, Todd. You can make a new one yourself.
is he making another puzzle game?
Meanwhile someone is now a millionaire thanks to an RPG Maker game about incest. lmao owned b***h
His games will have their place in gaming history. No one is going to remember some incest sim.
SOULJA BOY TELL EM
YOOP
YouTube recommended me a clip of him talking about a level designer he hired for that game dying, and now I'm sad especially after playing his game.
https://jacklance.github.io/PuzzleScript/play.html?p=cfdcc6e23f1fb3e9de2fd42fafaf4d4c
As a fan of Jon Blow's games I fully support your attempt to bully him for taking too long to release his sokoban clone, also please bully him for not releasing the programming language too
You can just ask him for a pre release of Jai. There's a bunch of dudes on youtube devving with it rn
trust in his new VR game
i love watching twitch vods of this guy dropping $100 on random indie games after a cursory glance at two screenshots, playing them for literally 60 seconds, getting mad, calling them shit, and closing them to move onto the next one.
this dude always makes me laugh
he makes quite good games, but the whole philosophy around it is just ridiculous
If that's the case, then what is making a game where the player watches archive clips from the BBC like?
>someone does things in a way I don't like
REEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
>someone does things
Frick that guy, everyone should live an unproductive and worthless life like me.
>everyone should live an unproductive and worthless life like me.
No thanks, J Blow
WHOOOOOOOOOP
Shit don't got no point to it
What color is your bugatti?
deus ex was made in unreal engine
basically every retro fps that wasn't doom or quake was made in someone else's engine
building your own engine is the biggest midwit trap and you should only really do it if you have carmack levels of talent on your team
falling into that midwit trap seems profitable af
now post all the games that weren't successful or never released because the dev was too busy tinkering with the engine. I'm going to guess it's more than four titles.
/agdg/ is full of people who use premade engines and have accomplished nothing in their entire lives.
it's also full of anons that actually ship
https://agdg-steam.netlify.app/
Funnily enough, almost all of these seem to be made with premade engines.
overgrowth dev obsessed over procedural animations for an entire decade and when he finally released the game it was basically just a tech demo
there are far more successful indie games that just use unity/gms/whatever
Well nothing is more successful than minecraft. Having said that, Minecraft also gets criticised for using java anyway. Notch didn't exactly do things the "right way".
Not more successful, just more games that used premade engines.
Also, if bedrock edition is any indication, java isn't holding back minecraft.
They bothered to rewrite it, and it is still a buggy plate of spaghetti, but now with microtransactions.
Bedrock has wildly better performance than java. Java clearly was an issue.
Nobody bought these games because they had their own engine.
off-the-shelf engines can't do the giant editable terrain block thing like Minecraft and Terraria need, so actually the custom engine was a key ingredient
Factorio also has lots of optimizations at the engine level to support the complicated machinery, mass pathfinding, etc.
If I was designing Minecraft I would do it more efficiently, use Godot. Every cube is a Node3D. Every side of a cube is also a node. Every texture on the side of a cube? Yep, nodes. And then we just need to write some GDScript code to make the nodes interact.
good bait, you nearly got me
factorio is the only good game here
way to out yourself as >neurodivergent.
>I need to reinvent the wheel to suit my very specific purpose
homie just fricking use unreal or unity
Hell some of the highest regarded indie games like hotline miami were made using game maker.
Making your own engine is just a cope for talentless hacks like blow that want to take 20 years making a shitty puzzle game.
It would be pretty funny if Blow's game released only to be less successful than Baba, that just settled on a premade engine.
its going to be the best one since void stranger so it will be worth the wait
use this next time op
>fun
Does he really think he could build an OS?
Yes and from my perspective of mostly being a moron his ideas sound horrible in terms of how I like to use computers. They're probably clever solutions to security issues we're plagued with in how current OS's are designed but I hated everything he described about his OS idea.
have a nice day
>Ok! i will do my own engine from scratch!
>Lemme get just a few libraries to help, SDL, zlib, libglew,box2d, fmod, QT...
he's trying to make his own language, it would not surprise me if he refused to use any libraries
It will be fun to watch him have to write individual versions for every graphics card on the market.
https://www.twitch.tv/videos/1959726401?t=0h46m26s
found the point in his latest stream where he runs his debugger that seems to do the optimal solution for each level on fast forward. seems there are at least 760 puzzles going by his debugger run.
>The Witness came out nearly 8 years ago
well 8 autistic years is like 2 normal years, so he should be finishing this up soon
?si=JI-JW6j4g2U3h42E&t=181
holy shit this guy is funny but how fricking big is his ego? dude you've shipped TWO games in the last 15 years. both of which have been forgotten. someone tell this guy to make GAMES, not technology
He shipped 2 games written from scratch, one of which is 3D. That's pretty good. He would have released 2 more games by now if he hadn't decide to make his own production quality programming language and compiler and written his games in it.
It's definitely nothing to sneer at. I couldn't do it. But specifically him telling people "game dev isn't for you because you asked how to get started in game dev" feels rich considering his primary occupation seems to be programming, not making games.
Most uber-successful and well-known game developers don't have an ounce of this ego on display. Sakurai literally makes videos for babies on how to design games. Imagine Carmack saying "oh you want to know how to get started in programming? sorry, it's not for you"
He just has a shorter fuse, it's not a big deal once you know to expect it
that's why I still think he's funny. just a little full of himself. plus he's obviously an experienced coder.
is he really wrong though
if you are doing nothing for game dev and continue to do nothing and have to ask for baby mode handholding resources on where and how to get started and can't just figure that out on your own, will you then ever actually ship a game?
>15 years
>2 games
>impressive
as an indie, shipping a 3D game from scratch with all that entails from the renderer to the collision detection, etc is impressive
the game sucks tho lmao
His ego is so big that he banned "the looker" from being typed in his chat kek.
Good programmer but I would want to off myself if I had to listen to him for more then 5 minutes.
Huge ego but he is a good programmer so maybe deserved? But not really by his age. Carmack isn't like that for example. The Witness is not forgotten but braid certainly is. People remember Soulja Boy playing it high more than they actually remember the game itself.
He's right though
>what is the best way to start making games?
Just fricking start, homosexual. Look up a guide, learn to code and do it.
This guy is the personification of "not developed here" syndrome. He's spent countless years re-inventing the wheel with JAI while not getting the actual thing he wants to make, the video game, off the ground.
Making his own language and engine is only useful if you want to do shit you can't do with the tools that are out there already.
A big ego made him think he could do it. Any normal person would've thought "holy shit that's way too much", but Blowhard thinks he's the special 200iq genius that can do everything on his own and also do it better than everyone else. He can't admit that he wasted 8 years on all of this and he definitely can't admit that he was wrong. Maybe he'll spend another 8 years on this, finally release the game, the language, only for nobody to give a shit.
Uhhhh b***h i look like goku
This homie thinks making videogames is a replacement for having sex