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Comment count is 10
Old_Zircon - 2019-09-07

I'd been thinking about getting into Pico-8 for a few months, this tipped the scales.

Mr. Purple Cat Esq. - 2019-09-07

Or just get into Unity.
There are free tools for making 8-bit style art and sfx. You could make a game look just like a Pico-8 one, and then you can build to basically every platform from Unity.

U'll have a decent editor, a decent IDE (Visual Studio) for coding.

The Pico-8 editor is cute n' all but I reckon after a short amount of time it would drive me mad.

Why have u been thinking of getting into Pico-8?
I guess u wanna make games or interactive things of some description? Tell me and I will recommend something perhaps.

Mr. Purple Cat Esq. - 2019-09-07

Something like Pico-8 reminds me of a program from my days as an architect.
Sketchup, it was a very intuitive 3d modelling program aimed at architects, it was very easy to learn, but once you've got the hang of it you start running into all sorts of limitations, like the intially lovely UI becomes a total mess when u have a big and / or complex model, it performs really bad, it cant do proper renders at all, and so on. Im the end after striggling with Sketchups limitations I just learned 3DSmax, I could do everything Sketchup could do + soooooo much more, the learning curve was steeper at the very start, but then working with it was a lot easier and faster. I would have been much better off if I started with 3DSMAX.

Two Jar Slave - 2019-09-08

This was my experience with GameMaker Pro, too. I learned their entire custom coding language and sunk hundreds of hours into a prototype before realizing I should've just learned Unity in the first place.

Now I know neither, and I make nothing.

I stood by. I stood by.

Mr. Purple Cat Esq. - 2019-09-08

Two Jar Slave.. Having said what I said, there is still value to learning technical deadends like that..
You still learn and get experience of concepts that apply to the field in general.
Unity is a piece of piss to learn. I picked it up from this guys videos

Just the 1st few in the 'Cooking With Unity' series was enough to bootstrap me on it.

His videos are great cus they are *unedited*, he makes mistakes, has to google things, checks stack overflow, sits there going, uuuh what do I do now.. etc.

It shows the whole process including how to figure stuff out for yourself.

Those 'Cooking With Unity' videos are fairly old tho, but it looks like he has new even better ones now.

Two Jar Slave - 2019-09-08

Thanks, Purp. I'll check those out when I get the itch again.

Old_Zircon - 2019-09-08

It seems like a fun way to make simple, generative, lo-res animation.

Also it kind of strikes me as a modern day ZZT and ZZT was the shit.

Old_Zircon - 2019-09-08

My coding experience is basically a bit of ZZT-OOP, making some basic, library-driven text generators in C++ 20 years ago, some C-Sound which doesn't really count other than syntax, and adding rude words and score based level mechanics to freeware text mode GWBasic games back in 5th grade.

Mr. Purple Cat Esq. - 2019-09-08

If u wanna make procedurally generated animated shit (like demoscene stuff)
You could try messing around with shaders.


https://gamedevelopment.tutsplus.com/tutorials/a-beginners-gui de-to-coding-graphics-shaders--cms-23313

Mr. Purple Cat Esq. - 2019-09-08

Knowing shaders would be very useful as pretty much all computer graphics nowadays are drawn with shaders.

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