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10616911 No.10616911 [Reply] [Original]

Anyone still trying to make their own touhou games?
I've been moving between frameworks a lot recently, but I just can't seem to find the right one for a plain & simple 2D game :

- RPG Makers versions* : Seems useless once you know how to code in C#/Java or even C++

- Python/Ruby/Lua* : Same as above.

- Java* : Somehow something seems wrong when it comes to documentation, frameworks or even finish products.

- C# (XNA)* : Fuck, Microsoft gave up on XNA so I wasted my time learning it.

- C++ : Do I really need to go through that pain for a common fan game?

- Unity/[similar pro-soft] : What's the point of buying something that will require coding anyway when you already know how to code in lower language?


Anyway maybe I'm a bit picky here, but it seems that C++ is the only way to go.. Fuck this.

>> No.10616916

>>10616911
Have you tried danmakufu?

>> No.10616924

Seconding Danmakufu. It seems to be exactly what you want if you're talking about STGs. (I made a thread about it once and it was deleted, so I don't know what the janitor has against it).

Otherwise, learn Lua and LOVE. It's not that complicated.

There was also a Touhou engine reimplementation designed to work with the existing Windows games, but it was C++ or something.

>> No.10616928

C and Allegro/SDL

Jesus, is really not that hard, just get a good library to get rid of the manual memory management or
learn to use Façade and Singleton patterns and you're done.

>> No.10616929

>>10616916
I've heard of it but I'm not making a danmaku, more like a platform/adventure game.

>> No.10616937

>>10616928
>SDL
I'm pretty sure the SDL library was something close to C++, are you sure it doesn't need memory management? Guess I'll need to check this again.

>> No.10616949 [DELETED] 

Toho is for gay nerds

>> No.10616972

>>10616937
I didn't say SDL has it's own MMS, just said to get one library or make your own wrapping structs/classes. The problem with these old languages is that despite holding most of the "bug free" libraries and frameworks, along with documentation for 'em, they still resort to relics of the past such as said MMM, garbage collectors may make your programs slower, but Jesus, they sure make coding easier and faster.

>> No.10616981
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10616981

>>10616911
If you have things planned out well, you can get better consultation from /g/. They've probably got a gamedevs' den buried somewhere in there anyway.

It's gonna be a bit of pain to make a game in any case.

>> No.10616987

Did any of the /jp/ collaborative game projects ever take off?

>> No.10617010

>>10616928
>>10616972
>C
>get rid of the manual memory management
>classes
Do you also enjoy dicks in your ass?

>> No.10617019

>>10616911
Personally, I'd say you would get most of your mileage from C++ with DirectX. It's a great way to learn and the experience translates into resume material, which can eventually land you a job in the games industry (if that's your thing, of course). It worked out for me when I tried making a Touhou racing game.

Now, Unity is definitely clunky when it comes to making 2D games, so I don't recommend it. If you want to use an engine for some simple 2D, I'd simply suggest RPG Maker off of steam. The main advantage of using an engine instead of coding your own is it'll save you time by a factor of 10, even if its syntactically different. You'll still be solving the same conceptual problems for every game, such as how objects communicate and manage game state between one another.

I'm not a fan of Lua, because binding C++ functions to it is a pain in the ass. I've built another racing game in Python but I wasn't a fan of it either. I also went through the experience of learning XNA before it was mothballed, so I feel you there.

So, if you want my opinion on what to do, bite the bullet and pick a 2D game engine if you actually want to finish a game. If you're in it for the experience, pick up C++ and DirectX, and maybe I can give some pointers.

Good luck!

>> No.10617028

>>10617010
C/C++ fuckturd, I just suggested C, but for some reason C++ being a superclase of the better language keeps making people hard so I gotta guess they are going to stick with it.

>get rid of the manual memory management
Not possible to emulate it to the extent of modern languages but there's ways to approach, factories and wraping everything along an interface can save you almost every malloc, sizeof, etc in a long program.
Not a crazy idea as you want it to sound.

>> No.10617031
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10617031

game maker. i dont know why it gets so much shit. people think it's shit because of all the MyFirstGame.exes, but it's not like it's all drag-n-drop and is pretty damn powerful for being so goddamn easy to learn and use.

but SFML if you want C++, enchantjs if you want portability and cross-platform support

>> No.10617033

>>10616972
Yes, sorry misread you first post.
I've been working on several projects for 2-3 years, and I keep going down & down because I always want to have more possibilities. I'm sort of aware that things like SDL or Allegro are good when it comes to that but that sounds overkill for a fan game.

>>10616981
I don't really browse others boards on 4chan so I'm a bit scared to ask there. Even if it's not totally related I just feel safe asking here.
I already almost finished the game twice, but got pissed because of the restrictions, like you can't do THAT in RPG maker, or you can't do THIS in Game Maker. That sort of stuff.

>>10617019
Check my previous lines. I'm too old to enter the game industry even though it was initially my goal, so I'm mainly doing it for myself now.
To be honest, I can't code in that dinosaur C++, but let's face it : It's a pain. This is why I looked a lot at the 2D engines available at some point.

>> No.10617039

>>10617033
>I can't code in that dinosaur C++
I meant, I can code sorry.

>>10617031
GM is good but has its limits when you project starts to get big, discovered it the hard way.

>> No.10617041

>>10616981

I just looked over at /g/.
>>>/g/32299033

I feel sick. It's like a parallel dimension where they aren't NEETs.

>> No.10617057

>>10617039
For C++, I actually love memory management after coding for several years in C#. It just means I don't have to worry about the garbage collector going nuts at a critical time, and teammates allocating things in a weird way that never get cleaned up. I get around by creating manager classes that store most of the allocated objects, and reference counting for everything else. That way I can tell how many objects are in the game world and such.

All of this is my opinion, of course. There is no magic bullet for your game engine. But maybe you could aim for something simple on Android or iOS.

>> No.10617076

>>10617057
>But maybe you could aim for something simple on Android or iOS.
Definitely not, my game is supposed to be played with a good ol' pad.
Oh well, so in the end I can't escape from that memory management thing. Guess I can't keep being lazy over that one.

>> No.10617092

>>10617076
In visual studio, you also have the option of turning on a clunky memory leak check in debug builds. You can also do things like redefine the new keyword as a macro to help with it.

For me, building engines in C++ has gotten to the point where I can build something for 2D rather quickly, but then I have no real content in terms of art to use.

>> No.10617110

>>10617092
Oh, and I forgot to mention that if you truly are going to use C++, remember that you will have to roll your own tools from scratch. C# or rigging other game development tools could be useful for this. I mean things like compressing your disk assets into a collection of data files, combining all your sprites, and even a map editor that can load and save to disk. These kinds of things take a very long time to make, long enough that your first attempt will inevitably fail.

Trust me on this when I say use a game engine if you actually want to see a game to completion.

>> No.10617131

>- C# (XNA)* : Fuck, Microsoft gave up on XNA so I wasted my time learning it.
Just use MonoGame or ANX.

>> No.10617155

>>10617110
I've already done that, making my own collection data, save functions and so.

To be honest what I didn't want to do (again) was basic things like re-create a full-screen function, re-create an image-loading function, and so. It's like reinventing the wheel, when learning it's good practice but when you already got the hang of it, it just feel like a waste of time when there are probably tons of libraries out there already doing it.

The think I liked with XNA, or others 2D engines, was the fact that you didn't have to create them from scratches, it was about loading, eventually defining properties, drawing it and eventually add some behaviors in the code.

>> No.10617180

>>10617131
Monogame is still a bit unstable from what I've heard.

Besides being an implementation of XNA 4.0, there's no guarantee that they won't drop the project if Microsoft decide tomorrow to announce a "New Featured XNA 5.0, Win8 Metro Compatible".

>> No.10617190
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10617190

Have you tried Macromedia Flash?

>> No.10617200

>>10617190

https://www.youtube.com/watch?v=UNRf0-W2u8c

This is the best Flash shooter I've seen. Controlling two characters at once is something even ZUN hasn't done yet.

>> No.10617217

>>10617190
Flash is a poor idea for games using lots of resources.

>> No.10617289

do it in scheme

>> No.10617309

Flash and assembly are the only two languages you will EVER have to know.
Flash for the simple & clean GUI (making a GUI in VB works just as well), assembly for speedy & resource efficient calculations. If you can do it in assembly + shockwave, you're good as gold.

>> No.10617323

>>10617200
Stop using Flash, KoG and learn a real language.

>> No.10617334

>>10617309
I will find you and break your cranium with the keyboard you're using to write, and I'll be sure that you're conscious when I begin.

>> No.10617358

>>10616929
Would you consider making a beat-em-up? It'd be considerably easier

>> No.10617369

>>10617131
This. There's absolutely no reason to stop using XNA.

>> No.10617393

>>10617190
>Macromedia
please stop it.

>> No.10617411

>>10616911
Use C++, SDL, and boost.

>> No.10617415

>>10617393
Yeah, they merged with Adobe.

>> No.10617421

>>10617411
>boost
No just no.

>> No.10617472

>>10616981
No don't do that. /g/ doesn't know shit about anything.

>> No.10617501

>>10617472
Then where should you go?

>> No.10617743

Can somebody please explain to me why using Flash is a bad idea?

What's the point of making a Touhou game if nobody is going to play it?

I mean, look at KoG's Alice in Spaceland 3: 34,508 plays
Cirno Xi: 48,092
Spaceland Adventure 2: 20,622 plays AFTER an over 700% reduction in active single player population

With all of KoG's Touhou games combined, he has had literally over 100,000 people play his games. How many people do you really think have played Touhouvania? Super Marisa World? Cirno Climber?

Touhou fangames made in C++ outnumber full Touhou Flash fangames by about 100:1, and yet, Flash games are so easy to just open a link and play when you're bored instead of going through your Touhou folder and picking one of the hundreds of games out at random. Flash is not great for bullet spam, but I guarantee you, if somebody took KoG's creativity and added it with somebody who actually knew how to program and draw, it would be one of the most popular RPGs out on the net simply due to the diversity in characters. However, the majority of the Touhou fanbase is lazy and mostly work alone. Hence, you get games with good programming but little creativity and games full of creativity but suck game play wise.

>> No.10617754

>>10617743
>How many people do you really think have played Touhouvania?
Why don't you give us your best estimate.

Give us an estimate on, say, Mountain of Faith, too.

>> No.10617757

>>10617754

Touhouvania = Fan game
Mountain of Faith = ZUN game

Cool comparison there bro

>> No.10617760

>>10617757
I know that. It has nothing to do with the questions I asked.

>> No.10617780
File: 2.53 MB, 200x200, 1361476506830.gif [View same] [iqdb] [saucenao] [google]
10617780

>>10617743
It's not, autists think using it is "cheating" because they're fucking stupid. But you have to realise that they have never actually completed a game so what they say is totally worthless.

Flash is a perfectly valid way to make video games, especially if you use a well established framework like flixel or flashpunk. Not to mention that modern flash has complete hardware acceleration.
GIF related, fluid simulation in a voxel based world running at 60fps in flash.

>> No.10617788

>>10617760

You have to realize something. Even /jp/ itself admits that the music and videos of Touhou are WAY more popular than the games themselves. The reason KoG's games have so many plays are due to the following:

- ease of access
- achievements
- american-based and 4chan-based in-jokes

It's like that comedy sketch you see on TV that is super popular for a short while and then nobody cares about it anymore. KoG knows how to make creative games and market them, and the quick appeal and humor attract a lot of people, but the lack of actual substance and good game play drive them away. However, the games get the views. To be honest, I'd be surprised if 10,000 people actually DOWNLOADED AND PLAYED Touhouvania. The majority of Touhou fans probably just watched the boss battles on Nicovideo and YouTube, because they're too lazy to actually play the game itself.

KoG appeals to a different audience, which is why, IMO, his games got so many views.

>> No.10617817

>>10617788
You should keep in mind that a play is not a person and if that's how you're counting people you're doing it wrong.

>The majority of Touhou fans probably just watched the boss battles on Nicovideo and YouTube, because they're too lazy to actually play the game itself.
People too lazy to play games must be pretty fucking lazy.

There's no shortage of random Touhou flash games from Japan anyway.

>> No.10617829

>>10617743
Touhouvania is still better than whatever KoG spits out. The number of people who play the games has no bearing on whether or not it's good, especially in the doujin environment. It has nothing to do with how the game is developed either; the only reason flash games tend to get more hits is because you can play them online, not because it's a good platform.
HTML5 game development is picking up. Use that instead of Flash if you really want browser games.

>> No.10617835

>>10617817

>People too lazy to play games must be pretty fucking lazy.

Welcome to the Internet.

>There's no shortage of random Touhou flash games from Japan anyway.

But there is a major shortage of Flash-based English fan games.

>> No.10617850 [DELETED] 

>>10617835
There's a shortage of English language everything but roleplayers.

>> No.10617852

I'm thinking of trying UDK. Would killing myself be a better option?

>> No.10617859

>>10617835
That's because programming games is work and nobody wants to do that. There's also a shortage of English-language doujin music and comics, too, because that requires effort.

>> No.10617873

>>10616911
> but it seems that C++ is the only way to go
What about ANSI C?

Or if manual memory management and function pointers aren't your favorite, what about JS and HTML5? OOP in JS is a little different, but if you approach it like ANSI C with anonymous functions instead of function pointers you shouldn't have any problems.

The canvas API is easier to use than a lot of people think.

>> No.10617894

To give you a better idea of what I mean, let's take a look at Nonoba and Newgrounds:

Nonoba AiS: 15,405 plays (3 stars, 184 ratings)
Newgrounds AiS: 17,379 plays (4.33 stars)

Nonoba AiS2: 6,660 plays (3 stars, 183 ratings)
Newgrounds AiS2: 5,947 plays (4.41 stars)

Nonoba AiS3: 34,510 plays (3.1 stars, 265 ratings)
Newgrounds AiS3: 11,795 plays (4.41 stars, within the Top 50 at one point)

Nonoba Alice Xi: 23,513 plays (3.2 stars, 159 ratings)
Newgrounds Alice Xi: n/a
Newgrounds Alice Xi, vs Alice: 10,286 plays (4.2 stars)

Nonoba Cirno Xi: 48,093 plays (3.4 stars, 211 ratings)
Newgrounds Cirno Xi: 5,472 plays (4.31 stars)

Nonoba SA: 17,108 plays (3.15 stars, 101 ratings)
Newgrounds SA: 5,765 plays (4.34 stars)

Nonoba SA2: 20,623 plays (3.7 stars, 108 ratings)
Newgrounds: 5,504 plays (3.74 stars)

That comes to a grand total of 228,060 plays. Even if you were to go so far to say that HALF of that are bots/replays/KoG samefagging, that still way over 100,000 plays.

>>10617829

That's not the point I'm trying to make. I keep hearing people whine and complain when good Touhou works get virtually no attention while "crap" like Bad Apple and Marisa Stole The Precious Thing get millions of plays/views.

KoG knows how to be creative.
KoG knows how to market his games.
KoG knows how to pander to a certain fanbase.
KoG does NOT know how to program a good game (and yes, even Spaceland Adventure 2 is still borderline acceptable by space shooter standards)
KoG does NOT know how to draw or make music (everything is either take from somewhere else or vectored)

If you're looking to make an excellent game and plan on spending months on it, if you have no way to actually widely distribute and market it, it doesn't matter HOW good it is. According to KoG's own blog, it took him TWO DAYS to make Alice in Spaceland and around a month to make Spaceland Adventure 2, yet SA2 didn't get 15x the attention AiS did.

Without good distribution, your game will go nowhere.

>> No.10617908

>>10617859
>>10617829
>>10617817
>>10617788
>>10617894
so wait, is kog samefagging with himself or are there really 3 different people on /jp/ right now?

>> No.10617912

take it easy you guys all games are good if you have imagination

>> No.10617924

C and SDL 4lyf
fug cpp n sfml

>> No.10617922

>>10617894
>Newgrounds Alice Xi: n/a
>Newgrounds Alice Xi, vs Alice: 10,286 plays (4.2 stars)
what?

>> No.10617943

>>10617922

Nonoba has the ability to put up different versions of the game at a time. KoG exploited this feature to bypass the file size limit so he didn't have to lessen the sound quality. For instance:

http://nonoba.com/kog/alice-xi
http://nonoba.com/kog/alice-xi/version/froze

Are two different links, but the achievements count towards the same game. He did this for hidden achievements and other crap. Newgrounds does not store more than one version of the game on its site, so uploading Alice Xi to Newgrounds, or any other Flash site for that matter, is extremely difficult to impossible.

>> No.10617945

>>10617943
kog is an autistic genius

>> No.10617948

>>10617943
why didn't kog just import the music from elsewhere?

>> No.10617953
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10617953

>>10617948

>KoG
>knowing how to efficiently program games

>> No.10617959

>>10617953
so what you're saying is that instead of overcoming his limitations with hard work and learning how to program, his used his autism and imagination to get around his restrictions? i'm starting to wonder if kog really is autistic...

>> No.10617973
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10617973

>>10617959

>has been getting 5s and posting cirno on 4chan for over five years
>over-obsession is classified as OCD
>OCD is a form of autism

It's not a question of if KoG is autistic.
It's a question of HOW autistic KoG is.

>> No.10617982

>>10617973
Considering Kog has been samefagging this thread for over five hours (HURR DURR FIVE XD), I'd say he's extremely autistic.

>> No.10617985

Has /jp/, as a board, ever produced a decent fangame?

>> No.10617999

>>10617985
Not that I know of. The best software I've known /jp/ to have produced was a short VN by the name of "Rita Please Respond"

>> No.10618000

>>10617894
Oh, my bad. I guess that's a valid complaint, but really it isn't the doujin authors that are getting upset about not getting hundreds of thousands of views/plays. I don't think they really intend for their work to go super far, even if it could. On the other hand, KoG doesn't care about making anything good, it's probably just a boredom-killer and popularity grab. Personally, if I had to pick, I would choose making a game that I'm proud of that my peers will play and appreciate, over mass popularity. Sure people might complain that the popular works all appeal to the lowest common denominator but I don't really see why people should give a shit.

I'm still not sure why you started off with "why not use Flash" though.

>> No.10618054

>>10618000

OP said he wanted to make a "plain & simple" Touhou game. There's nothing more plain and simple than Flash when it comes to making games. If OP was dead serious about making a game he could be "proud of," using C++ shouldn't even be a question.

As for making a game your "peers will play and appreciate," all of KoG's games are full of in-jokes pandering to a specific crowd of people. The games themselves aren't good game play wise, but the in-jokes and creative direction keep that certain group hooked for a little while. As I said above, KoG made AiS in about 2 days, and I mentioned views, so it's obvious that it all started out as a boredom-killer and popularity grab. The only two things I've seen KoG make that show any real effort are his small Flash game he made on Cirno Day and Spaceland Adventure 2. Both of those, while subpar, are actually enjoyable for a short time. If KoG was truly serious about making a good game, he could spend time learning C++ and spend months making a really good game. However, KoG is all about the "flash in the pan" reaction (just like his GETs), so spending ALL that time on a game is very unlike him. I was amazed he spent so much time making SA2 at all, but if you actually skim the 50+ page fanfic storyline, it shows KoG was tired of making the series and wanted a conclusion. KoG's skills in Flash got to the point where he couldn't spend a day or two on a game anymore, since people expected more out of him, and since KoG didn't want to spend months on a new game every time, he just spent a while making one final, borderline acceptable game and ended it.

If OP wants to make a game he's proud of, he should use C++ and prepare to spend MONTHS of time making it.
If OP wants a quick laugh, he should use Flash.
If OP neither wants to spend months working on a game nor wants to live with the stigma of Flash, he shouldn't make a Touhou game at all.

But hey, that is just my opinion.

>> No.10618081
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10618081

>>10618000
>>10618054

>> No.10618082

>>10618054
What does using C++ have to do with being proud of your game?

In my experience, if someone uses C++ they aren't very likely to actually finish a game to be proud of.

>> No.10618106

what are you faggots even arguing about anymore

>> No.10618107

>>10617985
does the meido puddi game count

>> No.10618112

tl;dr - ZUN's/KoG's/Flash-based/C++-based games are good if you enjoy playing them and bad if you don't enjoy playing them

NOW STOP BUMPING THIS THREAD, OP DOESN'T CARE, HE'LL DO WHATEVER HE WANTS

>> No.10618114 [DELETED] 

>>10618112

le bump xD

>> No.10618123

>>10618082

There's probably too much re-inventing the wheel going on in those projects. You could go with an engine like Unity and cut the time by a factor of 10 than if you started with sdl/sfml. Also contrary to OP's post, I know there's some amount of Unity you can you for free, I'm sure enough to be able to make a shmup

>> No.10618143

>>10618123
please never put together the words unity and shmup ever again

>> No.10618163

>>10618143

why not? I'm positive you could make a perfectly good shmup using unity

>> No.10618170

I just killed an hour playing dumb Touhou flash games.

>> No.10618173

>>10618170

That right Touhou Flash games have more plays than any other Touhou non-Flash games excluding ZUN's games themselves.

>> No.10618187

>>10618173
I probably have more of these dumb flash plays than official game plays, because I get a new play every minute.

>> No.10618188

Python/Java/C# are good enough. You're just indecisive because you can't find a point to start. Go pick up pygame and start to make a game. If you ever do run into platform limitations (which I doubt), at least you already know what you want.

>> No.10618208

Has any /jp/er managed to finish his game?

>> No.10618213

>>10618208

KoG, and he's made 9 or 10 of them, at least, but KoG is more from /a/ than /jp/.

That's...it.

>> No.10618220

Best 2hu flash game

http://chibitami.net/works/flash/fla2flan/index.html

>> No.10618221

>>10618213
>That's...it.
you missed some

>> No.10618231

>>10616911
Try gaymaker

>> No.10618227

>>10618208
I finished a program the other day, but it's not /jp/ related or usable.

>> No.10618233

>>10618221

I thought you were talking about a game that takes more than an hour to make.

>> No.10618237

>>10618233
i dunno how much time the dumb pudding shooter took but i can think of one other

>> No.10618243
File: 163 KB, 1280x720, marisa.jpg [View same] [iqdb] [saucenao] [google]
10618243

>>10618208
I made this before with another anon.

>> No.10618315

>>10618054
OP here.

When I said "plain & simple", I was mainly thinking of a common platform/fighting game, but since I've already made it once I'm well aware that it's definitely not something I'll make in 2-3 days like a flash game.

I'm always hearing that C++ argument : It's godly, it's the only way, etc.. But let's face it, for a fan game it's just OVERKILL.
Like >>10618188 just said, I'm just being indecisive about which low, or close to low-level language I should use currently without having to reinvent the wheel for everything, like REcreate a basic loop, REcreate a picture manager, REcreate a sound manager and such. If I go SDL or SFML, like suggested, I'll definitely have to create that again, which will resulte in hours of coding for something that's probably already done somewhere.

And to be honest, I just don't see the appeal of C++ when you don't plan to enter the game industry seriously, when there's already thing like C# abstracting all the "useless" work, but that's just me. Zun made his games with it, but he did plan to earn money with the games originally. I don't, or at least not until I can make my games in Japanese and target Japan and the Comiket maybe.

>> No.10618319

>>10618315
Then use AS3+FlashPunk, XNA+C# or Python+Pyglet/Pygame.

>> No.10618334

>>10618315
If you spent as much time programming as you do being indecisive, you'd have finished the game by now. You should just give up.

>> No.10618341

>>10618334
Once I'm set I'm doing fine. I'm just being careful not learning a new language only to see later that's it's either restricted and/or dropped like XNA.

Anyway I'm just grasping here, I'll probably end up coding with SFML or Allegro anyway, I don't see any better options right now. Fuck this.

>> No.10618344

>>10618341
There's nothing wrong with XNA.

Are you a masochist? Why would you purposefully go out of your way not to use something you learned that makes game dev easy?

>> No.10618351

>>10618344
XNA got dropped by Microsoft since a while now. It won't be updated, and games won't even run properly on Win8, unless in desktop mode which is still a pretty obscure mode.

I'm not trying to target all audience here, but I doubt that even /jp/sies are still running a XP OS in this day and age.

For the flash part, we already know that whatever you do flash will still be laggy on computers once you've started adding lots of visual effects.

For Java, I doubt people will like to have a silly JVM running on their computer.

Anyway, people on internet are very picky after all, that I am aware of.

>> No.10618358

>>10618351
>For Java, I doubt people will like to have a silly JVM running on their computer.
If you want portability go for Java, silly, I've seen that shit running even on credit cards, give a Java installer with your game and it's enough.

>> No.10618362

>>10618351
The vast majority of people aren't going to give a shit what language it's in unless they're actually incapable of running your program without jumping through a bunch of hoops.

>> No.10618363

>>10618351
Have you even used Win8? Even on my tablet I spent 99% of the time using it in desktop mode. And anyway, do you think your games written in any other language will run outside desktop mode? Not unless you specifically target metro with C# or C++.

People will have no trouble running XNA games until like 2050. And if you run your code through monogame you get it running on linux and mac instantly.

tl;dr there's no reason why you shouldn't use XNA

>> No.10618365

>>10618358
>write once, debug everywhere

Java is not cross-platform.

>> No.10618367

>>10618362
>>10618363
Wow. That's funny, I guess I've been arguing with -fellows- developers too much recently.

This is where I got all those pessimistic reasons, but /jp/ is ok with any language I guess as long as it's done properly. Good to know.

>> No.10618574

Lisp is the most powerful programming language.

>> No.10618589

I would say c++ :D I really like it and if you ever use something not cross platform, implement some code to find the os you're on and do this :
#ifdef OS_WINDOWS
and etc :) currently planning on starting one this weekend :D
Good luck. I hope you get what you wants :)

>> No.10618681

>>10618243
I tried to play this but it crashes when trying to open.

>> No.10618705

>>10618681
You need this: https://www.microsoft.com/en-US/download/details.aspx?id=20914

>> No.10619066

>>10617852
Considering your spoiler misuse, killing yourself is the only option.

>> No.10619333

>>10616911
>C# (XNA)* : Fuck, Microsoft gave up on XNA so I wasted my time learning it.
That's not what happened but with an argument like that you definitely got your priorities wrong.

>> No.10619357

Offhandedly, I'm actually working on that Civ 5 touhou mod. It's going slower than I thought it would, but I should have something resembling fun in a week or two. It looks like model editing is going to be a bitch and a half, so no idea if I'll even get around to that.

>> No.10620208

>>10618243
Link?

>> No.10622207

>>10620208
http://dl.dropbox.com/u/8950820/MarisaSimHD.7z

>> No.10622229
File: 12 KB, 300x348, XD.jpg [View same] [iqdb] [saucenao] [google]
10622229

>autists that never once used any coding language discussing which coding language is the "best"

>> No.10622323

>>10622229
>reaction image

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