So, I got into an argument (Yes, and argument) again about C++ yesterday on the YoYoGames IRC.
Turns out that a bunch of misinformed muppets think that my studies in C++ and other high-level languages are a waste of time (I assume they're young enough still to think that they can make a career out of Game Maker).But an interesting point came up in the conversation: The time it takes for a C++ developer to create a game, as opposed to the time it takes for a GM user to make the same game. The asshats I was dealing with proposed that a C++ developer on his own is only able to release a game every 2-3 years….So last night, at approximately 20:00 hours, I started a blank Hydra project. 30 minutes later, I had what I usually have after 30 minutes of game development in GM: A platformer. Or at least, the decent beginnings of one:Collison, animation, input, level loading. I'm much pleased.I decided to drop my level editor idea, and instead stuck to a useful bit of advice I picked up from another local developer: "Don't make a new tool if a free tool that does the job equally well exists."So I'm using TileStudio. Oh yeah, I started navigating my Dev folder yesterday as well, and found this:That's my old roguelike… except I modded it at somepoint (A different branch).The codebase for that still frightens me. Must re-design.ArtI sprited something late last night, in record time:I'm sure it's full of technical inaccuracies, that Cesque, Rez and Cyrus will point out, but that got me thinking: "What is art?" (Before I saw Stevenup's blog).And I found the answer:"Art is a series of unplanned mistakes made in a linear fashion in order to produce a facsimile of a visual perception, real or imagined".Oh yeah, I found another word for technically perfect art: A photograph.>:3
there are different ways of writing MMORPGguy, earlier composers are always more conscious than ones who have been writing for years. i used to plan everything out but you just end up getting exactly what you would expect. musicians who become more "developed" simply means they are more in touch with the unknown factor of creating.
that's the best i can put it into words at least :PRight arm not very visible. Left arm too short. I'm done.
I'm glad something could come out of YYG's stupidity…Cool! Go for it!
I promise I'm not trying to be stubborn, just trying to understand your viewpoint:
I'm not understanding wholly what you mean by art being a "series of planned mistakes", but If I'm perceiving you correctly, then we have similar views.
[dribble]I've got this inkling that what we create is not a build up of technique and procedure, but is us striving for our envisioned final product. That final product is essentially predetermined, and is how the project should turn out. Due to problems such as lack of skill, laziness, etc; we fall short of that goal. So basically; when we start something, the final product – the perfect piece – is already there, and as we progress and create that product, our mistakes in its development are instances of falling short.Actually, a good way of looking at it would be to have a slab of stone, and to chisel away at it with the intent of creating an artwork, which is essentially pre-formulated in our minds. Any mistakes we make in our masonry (such as chipping away too much), are detrimental to the final product.[/dribble]Also, nice pregnant spy that you sprited.