Sharks are cool and comfortable!


Elden Thing | Back & Body Hurts Platinugggggh Rewards Member


Profile pic and banner credits: sharkaeopteryx art by @superkiak! eggbug by eggbug! Mash-up by me!
[Alt-text for pfp: a cute sharkaeopteryx sat on the ground with legs out, wings down, jaw ajar, and hed empty, looking at eggbug and eggbug's enigmatic smile.]
[Alt-text for banner: a Spirit Halloween banner with eggbug and the sharkaeopteryx that Superkiak drew for me looking at it with inscrutable expressions]


I'm a Vietnamese cis woman born and currently living in the U.S. You may know me from Sandwich, from Twitter or Mastodon (same username), or on Twitch as Sharkaeopteryx. I do not have a Discord or Bluesky account.

Ask me about language learning/teaching, cooking/eating food, late diagnosis ADHD, and volunteer small business mentoring. Or don't, I'm not the boss of you.


I think people deserve to be young, make mistakes, and grow without being held to standards they don't know about yet and are still learning. So, if you are under 22, please don't try to strike up a friendship or get involved in discussions on my posts.


Please don't automatically assume I follow/know/co-sign someone just because I reposted something from them—sometimes I do, sometimes I don't. Also, if you think being removed as a follower when we're not mutuals is a cardinal sin, please do not follow me.


🐘Mastodon
search for @sharksonaplane@mastodon.sandwich.net and hit follow if you want
Hang out with me on the Auldnoir forum! (you can DM there!)
discourse.auldnoir.org/
Follow me on Twitch
twitch.tv/sharkaeopteryx
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sharkaeopteryx.neocities.org/rss.xml

hthrflwrs
@hthrflwrs
Anonymous User asked:

hey hthr, you're the coolest developer online who I know hangs around here so I thought you'd be the best to ask: how could I, a programmer by trade, with no artistic skills and no budget, go about starting to make games as a hobby? ideally I'd like to make them 3d though I assume that's probably an added level of complexity I honestly don't know

rules of game development

  • "no artistic skills" isn't real. you have an aesthetic sense and the necessary tools to act upon it. ignore the flinch and find your own good-enough
  • "no budget" is very real tho. godot is free and good-enough in most cases (though i refuse to use it because i'm cantankerous and think nodes are bad); unity is free in the same sense that objects from a cursed shop are free; monogame/fna are free as long as you're willing to pay six months of your time up-front.
  • for non-engine work, my toolset is audacity (free), bfxr (free), glimpse (free but defunct), aseprite (20 bucks and worth it), visual studio (free), notepad (free). if you wanna do 3d modeling i hear blender is Fine
  • 3d isn't necessarily harder, it's just a different skillset. the big caveat with 3d is that you have much less control over what the player sees and where they go. level design is an exercise in signposting. learn how to graybox; play with cubes a ton.
  • start small. no, smaller. no, even smaller than that. your first game should be no more than 30 seconds; your second, no more than three minutes; your third, no more than fifteen. finishing a project is ten times as important as starting one, and scale is completely unrelated to quality. my best piece of pure design work is a project that takes less than four minutes to play.
  • read A Burglar's Guide to the City by geoff manaugh. then The City & the City by china mieville. then Going Postal by terry pratchett
  • a game only exists in the player's head. the systems you create do not matter; only the ways in which they are interpreted by the player. any sufficiently complex backend system is indistinguishable from a random number generator
  • games which only exist in conversation with other games are boring. steal from every aspect of your life, every tiny fascinating thing, and use that as fuel to create something wholly new. you're still allowed to make a mario clone for practice tho
  • good luck!

JuniperTheory
@JuniperTheory

all the best art is made by people who have interests far beyond just that thing. Go get a weird hobby. Read some books. Find something you love that has nothing to do with games and get really fuckin weird about it. When you come back and make a game, some of that comes with you.


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in reply to @hthrflwrs's post:

hey I wanna chime in with some support to say that pixel art is actually easier to learn as a programmer with an understanding of video games than you think. there's a billion tutorials and you can find them with an easy google usually and pixel art is heavily rooted in like math. You can get really good at pixel art in short order as long as you have the sense to use a lot of references initially.

My guideline with games is that I'm more interested in something flawed but compelling than I am something technically perfect that I've seen a thousand times.

My favorite games of last year included one which had a game mechanic I both dislike generally and loathed in context, and one that was so sprawling and nonlinear I had to report multiple story-breaking glitches while playing as intended. The best game I've played this year so far was largely (though not entirely) made by one person and there's a screen where the text keeps garbling on reload and last I checked the dev has no idea how to fix it.