VVVVVV
SNKRX
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VVVVVV | SNKRX | |
---|---|---|
28 | 21 | |
6,816 | 1,199 | |
- | - | |
9.7 | 0.0 | |
11 days ago | almost 2 years ago | |
ActionScript | Lua | |
GNU General Public License v3.0 or later | MIT License |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
VVVVVV
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why are gamedevs so against sharing code?
*The Monkey's Paw curls* https://github.com/TerryCavanagh/VVVVVV
- It just keeps getting worse the more you scroll
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How to install old(er) linux games with unmet dependencies?
VVVVVV at least has since become open source.
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Good Games for 13 year old laptop with linux mint (Its a Mac book pro 5.1)
VVVVVV - A platformer where you flip gravity instead of jumping. Was recently open-sourced to celebrate the game's 10th anniversary!
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Can you give an example of well-designed C++ code, and explain why you think it is so?
Yeah, just look at this beauty! https://github.com/TerryCavanagh/VVVVVV/blob/master/desktop_version/src/Game.cpp
- Ask HN: Favourite Open Source Game?
- how would i make a game like VVVVVV
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Is making a game supposed to be this messy?
Finally, games are really that complex. Check out for example Terry Cavanagh's blog post on releasing the source code for VVVVVV, and check out the source for Game.cpp (although keep in mind this was ported from ActionScript).
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Nothing but the truth here..
So it seems to be an unofficial policy rather than a written rule, if those allegations are true (remember that those are Wolfire's claims of what Valve said). Certainly there doesn't seem to be consistent enforcement - for instance Tales of Maj'Eyal is free, but $7 on Steam. Apparently there are some minor differences - does that mean that they can claim that it's a "separate version" and hence doesn't need price parity, even though 99.9% of the game is identical? There's also VVVVVV, which is open source (albeit years after initial commercial release) where you can freely build the exact same copy as on Steam ($5), including steamworks support. Does that count as a "separate version" when you just have to compile code? Admittedly these are two indie games, albeit extremely well-known ones, but then - isn't Wolfire Games also an indie studio?
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Seems Steam Deck verification is using Proton instead of native builds in some instances
I think it's worth noting VVVVVV has actually been open-sourced https://github.com/TerryCavanagh/VVVVVV
SNKRX
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Releasing a game on Steam
One thing that really helped me is looking at the source code and assets of one game that I really enjoyed -- SNKRX, the creator of the game, a327ex, put everything on Github so you can take a look how a finished game looks: https://github.com/a327ex/SNKRX/. The repo even includes the various images needed for Steam, this was very nice so I could make sure some of the assets I made aren't unfit for their purpose: https://github.com/a327ex/SNKRX/tree/master/assets/media . There are also some Photoshop files provided on the Steamworks FAQ which are very useful too, but they mainly show just in which area of the image you shouldn't put important text etc.
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How do I make money off Love2D development?
If it helps, here's a devlog for a reasonably successful game built in love2d.
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Examples of games made in a few months that sold well?
SNKRX/devlog.md : daily breakdown of what he actually worked on from the start for his SNKRX game
- What Does Copyright Say about Generative Models?
- Rewrite Update Cancelled
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What I want to do in life is to make games. But I'm from a third world country with no video game companies, and I can't move. In my situation, what's the most likely way to make money as an indie game dev? I don't need much ($500 a month would be enough), and I can bide my time.
SNKRX daily devlog for the first 3 months << very detailed of what he was doing each day
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Devs who open source their games, why?
I'm the developer of SNKRX and on top of what most other people mentioned, the truth of the matter is that making games is hard and making games while working on someone else's codebase is even harder. Anyone who has the capacity to do anything useful with your game's codebase will likely also have the capacity to make their own game from scratch, so they'll just do that instead.
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How many open-source games do you know?
SNKRX is a commercial game and is open source (MIT), but it's not an open source project -- the developer is focused on improving their game for their gaming community and not building a development community around the game.
- I open sourced a game I just released on Steam, written in Lua
What are some alternatives?
Celeste - Celeste Bugs & Issue Tracker + some Source Code
SSVOpenHexagon - C++20 FOSS clone of "Super Hexagon". Depends on SSVStart, SSVEntitySystem, SSVLuaWrapper, SSVMenuSystem, JSONcpp, SFML2.0. Features JSON/LUA customizable game files, a soundtrack by BOSSFIGHT, pseudo-3D effects.
osu - rhythm is just a *click* away!
kaboom.js - 💥 JavaScript game library
skia-binaries - Prebuilt binaries generated with GitHub Actions that are downloaded by skia-binding's build.rs script.
Techmino - Techmino:方块研究所唯一官方仓库(Github)
shapez.io - shapez is an open source base building game on Steam inspired by factorio!
minetest_game - Minetest Game - A lightweight and well-maintained base for modding [https://github.com/minetest/minetest/]
oolite - The main Oolite repository.
open-project-1 - Unity Open Project #1: Chop Chop
unknown-horizons - Unknown Horizons official code repository
Cataclysm-DDA - Cataclysm - Dark Days Ahead. A turn-based survival game set in a post-apocalyptic world.