![](/static/253f0d9b/assets/icons/icon-96x96.png)
![](https://sh.itjust.works/pictrs/image/045a2049-eb61-4960-88ba-97e7f1ffbf31.jpeg)
“boomer” as a term is here to stay and a moving target
Kind of like how “Millennial” for a while meant ‘teenager’ despite the oldest Millennial being 40.
“boomer” as a term is here to stay and a moving target
Kind of like how “Millennial” for a while meant ‘teenager’ despite the oldest Millennial being 40.
I mean, it isn’t meaningless, just culturally subjective and lacking a rigerous definition. Berries are a set of specific fruit, which fruit being included being determined by the culture in question base on percieved similarities and historic uses. We use it to quickly bring up the specific group and whatever vague characteristics we percieve them to share.
So, the definition for berries that you seek is simply “the fruit people you’re interested in would point at and identify as a berry”, which is a vague definition and not rigerous at all, but most people would in fact think of the same thing you do if you say “I put berries on top of my cake”. If I ask my wife “hey, on your way home swing by the store and buy some berries, any type will do”, she will not bring a watermelon. She in fact will buy what we both agree are berries, and so the word has useful meaning.
You’ll find most classifications humans have do this too. The real world is really good at refusing to fit into the neat boxes we made to classify it and the things in it, and yet we can still use them fine enough as long as we don’t get lost in semantics and wondering if a hot dog is a sandwich or cereal soup.
Are grapes not considered berries in the anglosphere? In Icelandic they literally are named “Wine berries” and considered as such.
DS3 literally starts with a boss that is quite challenging if you’re not used to DS already. Just “here is a sword, here is how to swing it, here is a bear of a man with an oozing snake hand - kill him”. A lot of players bounced off him.
Fromsoft isn’t in the business of making easy games, it’s just different variations of challenging. For people that like that it’s great. For a lot of people that very understandably is a turn off.
Been a long-time souls fan, but AC was before my time so I never got into it. Picked AC6 up last night and am having a blast so far!
I personally am a fan of jet-lagged, the game. Sam, Ben, and Adam from wendover productions/Half as interesting compete in various travel-based games across the world.
I’m going to give you the advice I usually give new Gamemaker users who come to the engine expecting to make their dream game in a week but quickly realize that isn’t happening. You’ll have to adjust it a biy for renpy but the core idea is the same:
Start small: smaller than you thought possible. Start by making pong. Start by making asteroids. Learn how to do collision and movement by making a platformer where the one goal is jumping over a single ledge. The goal is to break your learning down to tiny, incremental steps, so that you are only learning one new thing or mechanic at a time. As you get more confident and start to get a feeling how to think like a computer and solve problems that could arise slowly expand to slightly more complicated projects, move from pong to brick breaker, to pacman, to something else small but has a few more moving parts.
Ask questions (find f.i the forum), look up tutorials, and do not be afraid of experimenting, of breaking things, of taking projects others made and changing things to see what haooens, of really asking “why” things work the way they do.
So, just take a bit of time. No need to be afraid of failing, programming is a skill like any other, it takes time to learn, you are going to suck for a bit. People learning the piano sound awful the first few months, and then suddenly with practice and diligence they start sounding kind of ok, then good, then actually really good. Same with cooking, knitting, writing, painting, building, and programming. All things that take time and effort to get good at. You wont make your dream visual novel today, nor tomorrow, but you will make something, and something is a lot better than nothing.
I play a lot of the classic games on Cardgames.io. Spades in particular is a favorite, albeit I also really enjoy an Icelandic game called “Manni”.
My family played a lot of what I later learned to be a variation of Shanghai rum, a contract rummy played with three 52 card decks. It takes a while to get over a full game, but it was always a good time.
Give how niche / useless some of the balls are color matching is really the one joy you can have with them. Doubly so when you are dealing with apriballs where you often only have a limited amount
Hi. I work at a conpany that makes digital card games.
Start by making the rules work. We generally use a callback implementation. We have a class that handles the game and enforces rules and dictates flow, classes that represent players, and then a rendering class.
The game will call relevant functions to prompt the players for an action, passing the game state with them. The players respond with what they want to do. The game calls the renderer to draw it out, and the renderer will then call the passed callback action. Repeat until the game is over.
When a human is involved then you just hook actions to buttons and pieces and clickable elements that the game catches and responds to if needed.
Really you can use any principle or design paradigm you want, but since you are making a “simple” turn based game just having it simple and well segmented is an easy way to keep a handle on it.