RustyZ
Newbie
- Apr 4, 2020
- 32
- 14
- 35
If he is/has a shit programmer, shitty code is exponentially costly. The more you try to make a skyscraper out of shit, the more likely it is to fall apart into mush. The more shit you pile up, the worse it gets. Until they get a clean code base and they learn to program cleanly, it's always going to be the same.i am mad mainly because he stated that the next bugfixes will be at the next month release. He knows it is buggy. he just chose not to fix it. I am giving him that he fixed a LOT of bugs. But the game breaking bugs cant wait. What kind of dec practice is this.
Guess that’s the problem with artists, they always wanna make more to keep up with making their vision reality but the technical side suffers. Here’s hoping this game gets some more traction and they can get someone to de-spaghetti the codeIf he is/has a shit programmer, shitty code is exponentially costly. The more you try to make a skyscraper out of shit, the more likely it is to fall apart into mush. The more shit you pile up, the worse it gets. Until they get a clean code base and they learn to program cleanly, it's always going to be the same.
Cleaning code is unfortunately expensive, especially if you have many features relying on it. "I'm going to refactor this part of the code, what's the worst that could happen?" is a sure way to turn 1 day of work into 2 weeks if you're dealing with spaghetti code. But yeah, they run after implementation and feature, but technical debt always catches up at some point. The longer it is ignored, the closer they get to that point where the technical base is so shit that, at this point, scorched earth doesn't look like that bad of a solution.Guess that’s the problem with artists, they always wanna make more to keep up with making their vision reality but the technical side suffers. Here’s hoping this game gets some more traction and they can get someone to de-spaghetti the code
Yeah you were definitely right there, loaded in by fixable elevator that led to nightclub, did that, went to maintenance with gigante and found 2 scientists on top of each other who when freed both got stuck. Tried to lure enemy over to fix, they both went down in 1 hit and were unintractable. The hearts there with the maker, just needs to focus on polish over additionsexactly why I said he had to fix the bugs since 1.7 lol, now it's 1 update breaking 5 things and if he constantly add new stuff it's gonna get worse.
1.91 got updated with most bug fixed... anyone got a link?
you use what you know.I still think using UE for this type of game is just a horrible idea.
first of all how the fuck did you manage to convert a 3d engine into a 2d one second of all why would you do that when you got gamemaker, godot, hell use unity if you really want but why unreal engine of all things
maybe less dark but i thought it was a neat way of handling it.Making the screen go dark when you need sleep is a dumb idea the dev need to remove.
To be fair, Unreal *does* have some 2D capabilities, otherwise this game wouldn't exist on it. But like, it's hardly a lightweight engine by any fucking means. Hell, the editor itself is like, what, almost 30gb in size? That's not even counting any optional packages you can choose to install alongside it, it's fuckin outlandishly bloated and you gotta just wrangle with the stupid thing for days on end to get it to run on lower end machines or remove all the built-in shit like VR addons or whatever to reduce the file size. It's why the dev seems to be stuck in a back and forth cycle of trying to fix new bugs or graphical issues (like when sometimes the sprites have filtering enabled and they're all blurry lmao) rather than adding new content. Unreal absolutely is not friendly to new game devs.I still think using UE for this type of game is just a horrible idea.
first of all how the fuck did you manage to convert a 3d engine into a 2d one second of all why would you do that when you got gamemaker, godot, hell use unity if you really want but why unreal engine of all things
Honestly this game would likely be hella good if it was made in godot or gamemaker, what's holding it back (aside from the literal ocean of game breaking bugs) is the fact this thing toasts most lower end machines (unless of course you limit the FPS)To be fair, Unreal *does* have some 2D capabilities, otherwise this game wouldn't exist on it. But like, it's hardly a lightweight engine by any fucking means. Hell, the editor itself is like, what, almost 30gb in size? That's not even counting any optional packages you can choose to install alongside it, it's fuckin outlandishly bloated and you gotta just wrangle with the stupid thing for days on end to get it to run on lower end machines or remove all the built-in shit like VR addons or whatever to reduce the file size. It's why the dev seems to be stuck in a back and forth cycle of trying to fix new bugs or graphical issues (like when sometimes the sprites have filtering enabled and they're all blurry lmao) rather than adding new content. Unreal absolutely is not friendly to new game devs.
Gamemaker is pretty much a 2D-exclusive(??) engine and can do the job pretty fine, but IMO Godot is the best for 2D and I can definitely attest there's more than enough features to whip up anything half-decent *and* you don't need a fucking degree in quantum mechanics to get the engine to do anything you want it to, unlike Unreal lol. I got bored a few weeks back and whipped up a similar kind of project and it really didn't take too much effort to get a similarly-looking and feeling player up and running. I speak as someone who definitely would stab a power outlet with a fork if I had the chance, so it's pretty easy to get into the swing of things even if you're a non-programmer. Getting started is the slow part ofc, that's like, the biggest hurdle for any game project lol.
the content we do have is really good, but I've been kinda waiting for a bunch more updates at this rate since there always seem to be more bugs than progress, and I think even the dev has been talking about this on their discord a few times.
When on pause menu the games only uses 2 or 3 buttons to select the options, confirm and cancel iirc. Te tutorial shows you how to raise your gun and fire (iirc it's A to raise and D to fire)So two questions. Is there a way for me to see my keybinds? I don't know how to raise my gun and fire it.
Also there is a game breaking bug where if you enter the pause menu it causes the game to stop reading keyboard input. Is there any workaround for that?