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MattGrandis

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Everything posted by MattGrandis

  1. I'm only using Twitter actively. A warning though, on my own channels I'm very much political. And potty-mouthed. https://twitter.com/MattGrandis
  2. Working again! The script tried to use all versions at the same time. Whoopsie.
  3. Fantastic, thanks @SebastianVoges! I've updated the version on our end to R38.
  4. Here's Stefany's, well, kinda goodbye video.
  5. We're all passionate about the things we like (or don't) but always remember, no piece of technology is worth getting irritated over. Or getting others irritated. We're all here to enjoy the same hobby.
  6. That would be my job. Is the web emulator on version r38 already?
  7. Okay, what I'm going to say is neither meant as a motivation nor as a dissuasion. Just some (opinionated) insight into the games industry. I've been working for Eidos for a couple of years back in the day, and I've been a freelance developer for 20 years. I know the games industry intimately. But there's a reason I never went back, and why I usually pick jobs outside the industry. I'm close to people working predominately in the industry though. And what I'm seeing is mostly people going from one anxiety attack to the next as soon as they reached their 30s. Sounds harsh, but it's true. First off, I completely understand and empathize with not feeling fulfilled in your day job and looking for alternatives. That's a good thing. But never lose sight of the fact that job security and a solid income are essential. The games industry, sadly, offers neither. It's a hire and fire business. No job security at all. There's some pushes for unionization, but in general, it's a highly volatile industry. Pay generally isn't great. Of course, there's always counterexamples, but I'm talking about the general situation here. Think of it as most other creative endeavors. Some people make it big, but the vast majority is scraping by. As a writer, I can tell you that practically all of us have a day job to pay the rent, because writing simply doesn't, unless you're Stephen King. Which several millions of us aren't. Which brings me to the next important point. Some things are more fulfilling as a hobby. As a professional game developer working on a AAA title, you're just a tiny cog in a huge machine. Often times you don't actually get to see the complete project. You're just working on abstract mechanics. All you might be doing all day long is taking care of NPCs not running into a wall. You don't have any input. It's never going to feel like your game, because you're not even kept in the loop about the direction the game is taking. That is AAA game development. In smaller studios, this is can be completely different. But see above, the smaller the studio, the more volatile the job situation. Because you're absolutely right. Getting noticed has become the hardest part about making a commercial game. And smaller studios have to fight so much harder. Financial success is often compared to winning the lottery. And it's an apt comparison. Marketing advice is almost always based on survivorship bias. No one truly knows the secret to success. So with every new project, the same battle is starting all over again. Every time. It's exhausting, and burnout is the main reason why people are leaving the industry after a couple of years again. Making games as a hobby on the other hand -- that's HUGE fun. That was the general "beware of the industry" disclaimer. Now to your actual question. What job exactly do you want to do? It sounds like programming. If you want to get a job as a programmer, learn C++ and the big engines out there, Unreal and Unity. Godot is sadly still an outlier, and probably is not going to help you get noticed at most places. C++ is still the industry standard, and it's what recruiters are going to want to see in a new hire. C# is the other favorite, if the studio is using Unity. Undoubtedly, there are niche studio selling 8-bit games, but in general, high proficiency in 6502 assembler is of absolutely no interest to the regular games industry. Same with DOS. You need to be proficient in modern development environments. You're competing with millions of young people who got actual game development degrees, which basically every college in the world is offering now. And those degrees are focused on skills the industry wants to see. You'd have to give them really good reasons for picking you. THAT SAID. A really good 8-bit game might get you noticed after all. Maybe programming isn't your thing, but game design is. In that case, it's a huge bonus to know about the technical structure of a game, even if it's an "outdated" environment. Some game designers aren't technically oriented at all and are at constant odds with their programmers, who then need to explain why some things work or don't. A great game designer should be knowledgeable about that. So, if you want to go with making an 8-bit game, don't expect to get hired as a programmer over that. But maybe as a game designer. But again, you're competing with people who have studied that for years and have actual degrees with specialized skills. All of that said, if you want to make an 8-bit game, go ahead and enjoy the ride. But be realistic about where this is going to take you professionally. If you want a job in the games industry, go learn Unreal or Unity.
  8. Getting actual C64s for kids is not feasible. What kind of monitor are you going to plug them in? I'm absolutely in love with my Colo(u)r Maximite 2. It's the perfect modern BASIC machine.
  9. Not at all a waste of time. It's important to teach CONCEPTS, not languages. Learning BASIC is about teaching kids how stuff works. I keep seeing programmers leaving college being unable and unwilling to look beyond the language they've been taught. That's the main reason for this JavaScript everywhere madness. So I'm all for teaching BASIC, but making it clear that this is a first stepping stone. Thanks for teaching the young! We need more people like you.
  10. @CX16UserSteveCPlease upload or link to the file(s) in question so I can have a look.
  11. Oh, I love this project! A good text editor is a fantastic addition!
  12. Yes, Commodore had a firm foothold in the educational market over here. My school started out with PETs (and didn't upgrade all through the 80s). Commodores were everywhere in (continental) Europe. The rest of the market share went to Atari, Sinclair and Amstrad. It's no accident that the demoscene started out as a predominantly European phenomenom.
  13. Those standard extensions should be working.
  14. And for security reasons I've added a whitelist option to our server code that only allows certain extensions. Don't want someone to upload a .php file that can then be run straight from the server, right? So we're super doubly careful about extensions. BIN for all loadable assets is something I fully support.
  15. I uploaded the new file and it's working perfectly. Great work, @AndyMt!
  16. I've activated the button now so you all can see what happens. The emulator tries to start the program with a SYS command which leads to a crash.
  17. Yeah, the button isn't activated for that game because it's not working.
  18. It seems to crash in the web emulator. Are you aware of any problems with the emulator or is that something we need to check with our hosted version?
  19. @SebastianVogesThanks, I've changed the link to point to our hosted version and updated it to your version!
  20. Yes, I've noticed that problem with the auto populated fields, too. I'm looking into a config option to change that, it seems to be a "feature" of the Invision Community system we're using.
  21. I've removed the case conversion from the code and it's working again. So it's up to the programmer to take care of referencing files correctly again now.
  22. Hm, this is a conundrum. File names and manifest entries are all lower case now, but it's still not working.
  23. Ah, lower case then! Same result, hopefully. I'm testing it now ...
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