Thursday, June 23, 2016

The every still-not-successful creative dude


Cutting an apple with a chainsaw


Hey guys, what's going on?

It's been a long time since I last posted something here! Well... a lot changed.
The only stupid reason I can give you to "justify" why I abandoned this blog and the "nidhog ripoff" game, is because it was not fun or viable anymore, things changed and I moved on to learn how to code better and test other tools / engines / languages that would offer me the right weapon for the right thing.

"The right weapon for the right thing"


When it comes to developing games, there are many tools to help you do the job, e.g: Unity which has a rich drag'n'drop system with a nice interface and everything is there for you. It's awesome. However!!! Depending on the job, Unity might not be the best choice that you have!

Yeah! Am I talking klingon Greek? All of that awesomeness might not be very appropriate for some simple games (maybe I'm wrong...). If you're like me, that loves to have only what you need right at hand, like a simple way to draw a rectangle on a 2D canvas with a "canvas.drawRect()" function or just simple 2D sprites (IMHO better than Unity's 2D), you might have felt what I call, the "evil chainsaw on apple feel" aka "let's kill this ant with a MINIGUN!" feel. 


(When I use Unity as an example for this, is because it's one of the best and most "fullafeeta" (full of features) engines of nowadays, I could also use Unreal or Frostbite as an example, but I never got to use them)


So, this is what made me move away from Unity for a bit, and test other stuff (awesome stuff too!), because currently for me, making simple games is more viable.

(There is not such thing as a simple game when you take a developer's perspective. It might be a simple game to play, but it's never simple to develop)


"The new horizon!"

If you don't know yet, I'm not originally a programmer, but I'm an amazing artist (I know I am, you have to deal with it!) that learned programming according to limitations of being a lone wolf. However, my heart started to warm whenever I read lines of python code (don't cringe quite yet), and then in 2011~2012 I started learning programming, using python on the blender game engine. Then...(Ok, I will post the full story in the future, let's skip that) I learned about Haxeflixel and Haxe on an Indie game dev group on Facebook, which I started to learn and loved.
(Sorry for doing this circle around back...)

Today I use it and I really like it because it has what I need and it's really simple to use! I can easily label Haxe as the "former" artist friendly language. Haxeflixel is definitely the knife I needed to cut my apple.

No, Unity is great! Amazing! But for me, doing 2D in Unity is a pain in the ass. Seriously. With Haxeflixel (and many other 2D oriented engines) you don't have to do the whole adaptation bullshit. That simple.

Conclusion

People often make the mistake of choosing the engine that has the most beautiful interface, while the job could be easily and more productively done in a tool that doesn't have all of these kawaii attributes. Remember, it's up to you if you want to cut an apple with a chainsaw, but you might as well ask yourself "is that really necessary?".

I hope to be more active here, and stop abandoning projects!
That's it! Thanks for reading!