123
-=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- (c) WidthPadding Industries 1987 0|708|0 -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=-
Socoder -> Question of the Day -> QOTD : Losses and Gains

Mon, 23 Mar 2009, 15:47
Jayenkai
With everything lost, there's usually something to gain.
When I was creating Alien Deathmatch, it was originally planned as a full on Alien Breed clone, with levels, and a story and all of that.
But I'm too lazy for the "all of that", and instead plopped random aliens down in a plain arena.
Strangely, that turned out to be a lot of fun, and the removal of a story/level/ammo/etc lead to a much more replayable game, in that the randomly generated bad guys always did new things. (Or at least, IMO, anyway!)

QOTD : What did you get rid of, and what replaced it?

-=-=-
''Load, Next List!''
Tue, 24 Mar 2009, 02:05
Afr0
I got rid of the old Afr0 Messenger, and replaced it with a new and better version.

Also lost a girlfriend, and it was mostly replaced by bitterness and sadness.

And I got rid of my C# fears. I used to be afraid of anything that wasn't compiled to native code, but I actually discovered a neat language!

-=-=-
Afr0 Games

Project Dollhouse on Github - Please fork!
Tue, 24 Mar 2009, 02:58
JL235
I used to use Greenfoot to make small games and I replaced it with my own library. It means it's now far more effort if I want to publish work and I have a smaller potential audience. However on the other hand I have a more powerful library with all the features I want. The only problem with this though is that Greenfoot has a better and more thorough testing process.

Afro: C# does compile to native code at run-time (it's called just-in-time compilation) and I believe there is an option to compile ahead-of-time to native code at compilation time.