Game Developers of Kiwi Farms

Has anyone here tried this? I've got almost 0 assets for my little project because I don't want to make a bunch of crap that'll just be thrown away later. But maybe it's a good idea.
I'm trying it at the moment. And by that, I mean I've been trying it for over a year I think.

One thing I felt helped a lot was the one hour asset challenge, and more recently messing around in Pico8.

The challenge is exactly what it sounds like. You can only spend one hour or less on an asset. This isn't practical for rigged and animated characters, but most things, it really helps get past perfectionism. I've brought it up to other struggling devs, and some (perhaps jokingly) try to game the system. But sticking to the spirit of the challenge helped me just get things done. Yes, you can come back later, but it's surprising how much I just left as is, or did a small bit of cleanup on.

Pico 8 is kind of similar in that it's 8x8 sprites with a fixed 16 colour palette. This doesn't leave a lot of room for finely detailed assets. You just have to go with what you can and hope it works. Not only that, each sprite only takes a few minutes. Less once you've got it down. It also teaches you short cuts for detail. eg. A health pack is a square with a cross on it, but maybe remove one pixel from the corners to round it off a bit. Maybe add a small handle. Or some gray and make the cross off centre to give the impression of depth.

And again, Pico 8 has an option for larger sprites, but don't use it. Stick to 8x8 and see if you can make it work.

A somewhat related challenge was a texture atlas challenge. This one wasn't as formal as the other examples, but some advice for the 1 hour challenge. Make an atlas or collection of stock textures, and use nothing else unless you absolutely have to. And you guessed it, it's amazing what I let slide or would reuse to imply something else with no one noticing. A soil texture made greyscale made a convincing stone texture. A generic "metal" texture was used for everything from plastic to dry wall.

Kenney assets and Screaming Brain Texture Pack are two I used for these challenges.


Off topic, but related, recently I've been doing a daily doodle challenge inspired by a PewDiePie video of all things, and I'm putting serious thought into the 5 hour/24 hour comic challenges.
 
Sorry for the double.

What are some lightweight, simple 2D engines you recommend?
What are some code editors that are good that aren't visual studio?
Is it worth making my own engine?


Context.
I've been enjoying the simplicity and predictability of Pico 8 and GBStudio.
I'm thinking of jumping back into modding with Half-Life Alyx and possibly revisiting Doom or Half-Life.

There's a game idea I want to test based around managing limited inventory. I could make it in GBStudio or Pico 8, but control and engine limitations make it clunky.

Godot would be my go-to for this, but I've been frustrated with it's large file sizes for small games and with things breaking for no obvious reason. But one thing I love is that the code editor is right there in the engine editor. No bouncing between programs or things breaking because the code editor was fucked. It's also something I like about Pico 8, though I hate the low resolution of it.

I also find the visual studio default to be strange despite people complaining about it. There was a brief period back in the day where people swore by Notepad++, but not heard of it for years. And every tutorial I find online uses visual studio.


And if it matters. I'm thinking of giving Love a try. I get most of the hype for it is because of Balatro, but it's supposedly easy to use, and has a sister engine (Lovr) built for VR.
Another part of me is thinking I should try (and likely fail) to make a game engine. That way I know how it works and that it'll do everything I need it to do the way I want it to do it. I'm always hesitant, as the idea of spending years just to get to the point of something drawing to the screen seems daunting. Especially for a small, disposable idea like this. (Pico 8 has been in development for 12 years and is still not finished)
 
Sorry for the double.

What are some lightweight, simple 2D engines you recommend?
#include "SDL.h"
Is it worth making my own engine?
Depends on what is "worth" for you. Making an engine is more fun and exiting. And you will gain skills that will be universally applicable to programming in general.
But if your goal is to make a game Now! Now! Now! - it's too fucking slow. Like, really really slow. Multiple years just for basics.
 
What are some lightweight, simple 2D engines you recommend?
Love2d. Game Maker.
What are some code editors that are good that aren't visual studio?
Visual Studio Code. Neovim.
Is it worth making my own engine?
Nigger you can't even finish your own game.
Godot would be my go-to for this, but I've been frustrated with it's large file sizes
Not a real excuse.
things breaking for no obvious reason.
This is a real excuse and the reason I dropped Godot. Shit just doesn't work the way it should.
The only thing with Love is that it's not batteries included, meaning a lot of underlying retarded shit like collision, object messaging, ui, etc. you have to figure out yourself. For that reason the less involved the game is IMO the better. Balatro is kind of the perfect candidate being a simple non-action-based game, that is proto-type-able by hand, tbh.
 
Última edición:
I doubt anyone cares, but I spent the day refactoring the collision and physics of my simple Pico 8 platformer. It come out great, and still only 14% system use and less than 1000 tokens. If I was getting sweaty, there are some optimizations I could make, like only checking corners for ground collisions since they're always wider than the player/enemies, or getting rid of some helper vars. But for a barebones platform action game, I should have plenty to work with.

Part of me wants to make a KF themed top down shooter, or maybe reskin this game to share here. But I should stick to the plan and finish this first.

Not a real excuse.
It is to me, because I'd make, say, a simple shooting game, Think vampire survivors with 5 weapons and 2 enemies. Using SNES style pixel art, and the exe comes out at 70mb. It's large enough to make sharing the game casually with friends a bit more difficult than it should be. In contrast, Doom mods, Half-Life mods, GB Roms, Pico 8 carts, I can send those via discord if I really want.

The only thing with Love is that it's not batteries included, meaning a lot of underlying retarded shit like collision, object messaging, ui, etc. you have to figure out yourself. For that reason the less involved the game is IMO the better.
Pico 8 is somewhat similar. I'm not sure if that's why I'm enjoying it more.
 
Pico 8 is somewhat similar. I'm not sure if that's why I'm enjoying it more.
With Pico-8 you're essentially just paying money for the limitations imposed upon you. Love2D is just Lua, I'm sure you could port your game over 1:1 and it'd work just fine, just having to change out the draw calls.
 
Someone's made a plugin for Blender that makes level design much easier:
With Pico-8 you're essentially just paying money for the limitations imposed upon you. Love2D is just Lua, I'm sure you could port your game over 1:1 and it'd work just fine, just having to change out the draw calls.
The real power of Pico-8 is that you can share your games as image files that a lot of sites won't fuck up.
 
What are some lightweight, simple 2D engines you recommend?
Doubling up on Löve2D. It uses Lua, but it is probably a more potato-friendly choice than Unity or Godot will ever be. People have released plenty of libraries to help you with the development.

If you can find a cracked copy of Construct 2, you can pretty much be like those bloat-imposing and lazy Electron devs, but with video games instead of Discord.
 
Are gamejams even viable nowadays for building connections/experience/etc? I'm a solo programmer but I left the 'industry' back in 2018 (was an intern at a large developer -> made my own shitty indie game in the spare time, released it to the grand total of less than a 100 sales and switched to webdev).
Am currently looking to get back into it or join an existing project.
 
Are gamejams even viable nowadays for building connections/experience/etc? I'm a solo programmer but I left the 'industry' back in 2018 (was an intern at a large developer -> made my own shitty indie game in the spare time, released it to the grand total of less than a 100 sales and switched to webdev).
Am currently looking to get back into it or join an existing project.
The experience part, I would say so, at least as far as time management and actual planning and work goes. Connections I'm still not sure yet, that's probably dependent on how many teams you join on jams and how many people you work with that you'd like to remain in touch with after the deadline.
 
ΔV: Rings of Saturn. Nothing new under the sun.

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