Game Developers of Kiwi Farms

On a different note. I tinkered with that game a bit. Using stock tiles, and the character sprite from UFO50 for scale. I can share my progress here until I start adding original art. So far there's not much to see.
Nice! I'm ashamed to admit that I had no motivation for the last couple of months and made no progress at all.
 
Hey all, I've made a prototyping tileset for us to use in our 2d projects!

There's eight variations on the same set and can be used for isometric too. Along with some placeholders for triggers etc.

Feedback and suggestions much appreciated!

kiwi-tileset-32x32.png
 
Im just demoralized because why fucking bother when you're just going to be met with overkill from banhammers on a whim by some random jannies going on a powertrip?

Your game doesn't even have to be controversial and just a passion project you make for fun.
I've uploaded several games to itch.io previously and never had any problems with jannies. So I think you really need to make it controversial or I dunno, be openly affiliated with Kiwifarms.
Hey all, I've made a prototyping tileset for us to use in our 2d projects!

There's eight variations on the same set and can be used for isometric too. Along with some placeholders for triggers etc.

Feedback and suggestions much appreciated!

View attachment 6817244
Looking good.
 
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A fork of GB Studio to support NES games. So far it's pretty lackluster, basically being inferiour to gb studio in every way, being full of bugs, errors, and performance problems.

I heard some life advice recently that was basically "do whatever it is you keep thinking about." which brings me to three* things I've been thinking about a lot. (there are more, but I doubt Kiwis would care about those)

1. Retro consoles/homebrew. Maybe after my current project I should jump in and try to make something for the NES, Spectrum, C64, or some other fantasy or retro console.

2. Music. That has it's own thread.

3. Revisiting Half-Life map making, due largely to the release of Brutal Half-Life v3. I don't know if I should make a KF project out of it once Doom mapping 2 is done.
 
I've been reading the game design document of SimCity 2013 (video version / compressed PDF version) and I was thinking that if I were to design a modern city simulator, are agents really the best way to do information, or is cell-based still a better version?

He seems to put down the pre-2013 games as "just fancy spreadsheets" but they aren't, even back to SimCity 1 it was fancy cellular automata, with each tile responding to conditions in the other tile and acting in kind, more like Conway's Game of Life. The agent-based model seems like it would be more flexible with far-flung locations rather than just tracing the "steps"/"trip failed" elements of the previous games.
 
I am trying to learn C++ but tutorial hell is going to be the end of me, do any of you guys know any effective way to deal with it?
Take what you've learnt so far. Try to make something with it - when you get stuck hit documentation for solutions and if you get really stuck ask questions concisely, clearly stating the problem with code snippets and what you're expecting the code to do. 👍

There's a lot of project suggestions on the Internet so pick one you're interested in or try to copy something you think is cool.

I'm a big advocate of learning by doing as you'll often find that when you go to make something you'll discover more problems which means you'll learn some extra things along the way.

Also there's a programming thread !
 
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I am trying to learn C++ but tutorial hell is going to be the end of me, do any of you guys know any effective way to deal with it?
If you've already learned I/O, make something with this. It's the minimum for being interactable. (See text-based games like MUD's.)
When you think of something to implement and don't know how, look up how. Now go back to step 1.
The key is to apply the new things you are learning repeatedly until they stick (much like acquiring any other skill.)

Don't get caught in analysis paralysis pondering if there is a better way to do what you are implementing either.
If what you know will suffice, then implement it that way. Natural progression will bring you to better solutions eventually.
 
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I've been reading the game design document of SimCity 2013 (video version / compressed PDF version) and I was thinking that if I were to design a modern city simulator, are agents really the best way to do information, or is cell-based still a better version?
I think it depends how much you want to go into the individual "simulated citizen" aspect instead of higher level simulation data. personally I don't need a proper sim aspect where I can take a random dude and follow him during his day to see what he does.

although that's just me, the city builder thread might be more helpful in that regard.

Don't get caught in analysis paralysis pondering if there is a better way to do what you are implementing either.
If what you know will suffice, then implement it that way. Natural progression will bring you to better solutions eventually.
this. solve the problem and move on. then later on when you figure out more/find a better solution either go back to it or more likely (since it's already working and the only difference being you knowing it's works "better" under the hood) use it for your next project directly (one of the reasons you're supposed to start with a lot of little disposable projects, not one singular megaproject).
 
I am trying to learn C++ but tutorial hell is going to be the end of me, do any of you guys know any effective way to deal with it?
You never really escape tutorials, or at least I haven't. There is always some element to learn or some problem to figure out. It might just be me, but when people say they know how to do X, it's either they've done X before, or they're lying.

 
The problem I find with trying to learn programming in my experience is like its trying to learn calculus from extremely cliquish assholes with a god complex who think you are out to take their job instead of just trying to learn a hobby. Sure they introduce you to the concept of fractions, but then skip to derivatives, refuse to elaborate, and blame you when you have no idea what you're doing.

With all sorts of devils advocates popping out of the woodwork trying to gaslight you about how derivatives are all up to interpretation. And to "just think "abstractly" bro". No they aren't asshole and that's not how abstract thinking works when we're talking about fundamentals and not super advanced shit. You're just being a dickhead throwing in Kanji characters into the english alphabet just to fuck with people. For some reason no one ever does anything about these retards and that's why most games are shit these days with some of the most banal and uninspired bullshit ever. WOOPIE! Yet another stupid 2D platformer redditlike made exclusively by tranny cliques shitting up every major and indie storefront while anyone who is reasonably sane refuses to band together and make their own cliques to make actually good games they themselves want to play. Its easier for them to just doompost about how all is lost and how they have a life. As if other people dont have lives too.

There are specific ways to do things correctly the first time and anyone trying to say otherwise is just talking out of their ass. Yes there are different ways to implement these specific processes as that's why there are many different programming languages, but at the end of the day the program does similar things to every other game such as "press button to jump" or "press button to shoot" or "press button to interact with in game object" or some kind of inventory management and there's no two ways about it.
 
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I am a student and while unfortunately most of the curriculum of my, and other unis has devolved to the point of it being a web monkey mill where the end result is that most master's degree holders don't understand any bitwise, there are a few subjects I got to use to hone my skillset, as well as extra-curricular activities. Unfortunately the jeetification of universities will only stop once AI is good enough that it can simply generate le generic CRUD booking web app. At that point I fully expect we will go back to learning the needed low-level concepts.

Anyway, on the topic of engines:
If you want to hitch the ride on the <retro horror game made with modern tech meaning this shit couldn't get to the title screen on the actual hardware> trend while it is still only 99% dead, you can easily download unity and have a n64 looking game by next month. And maybe it takes off, but either way you won't really become a great SWE because of it. I am making my own engine, along with formats, and so far it is going great. As I get better, I replace a part of it. ATM I am working on a navigation system, and it has been really cool seeing a npc navigate the map. Next up are collisions, and I am really excited. If anything, I would settle for an embedded career, knowing I btfo every single web-dev is enough of a dopamine rush to make me happy waking up every day to work on chink washing machine computers to make them detect when the socks are cum-free.

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@Lance 45 StackOverflow-tier elitism by sophmore year students is very real, so I would honestly suggest ChatGPT. It can be extremely wrong, but as someone who hates being shat on by a person who will most likely unable to help once they get the sperging out of their system, I would rather have a polite AI that needs to be prodded if you are confused. Other than that you may want to look up PDFs relating to whatever it is you are focusing on rn. Pirating PDFs got me pretty far, and they are far better than some dipshit youtuber who needs to pad out his video and is paywalling everything.
 
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You never really escape tutorials, or at least I haven't. There is always some element to learn or some problem to figure out. It might just be me, but when people say they know how to do X, it's either they've done X before, or they're lying.


And maybe it takes off, but either way you won't really become a great SWE because of it.
that's the difference tho, lot of people don't want to, or only do it for the money. they're fine if that n64 game they slapped together in a months sells enough.

nothing really wrong with it, most people only do stuff for a paycheck, making a video game is no exception to that.
 
while anyone who is reasonably sane refuses to band together and make their own cliques to make actually good games they themselves want to play. Its easier for them to just doompost about how all is lost and how they have a life. As if other people dont have lives too.
They do. But they don't. Sort of. It's complicated.

I've ranted about this in many a thread, but the short version is this. People like you complain and doomposts about how "there's no games to play" "everything is wokeshit", so we hand you a bunch of games on a silver platter that aren't that, only to be immediately rejected for dumb reasons ranging from specific complaints like "pixel/ps1/bad graphics!" to vague "it doesn't count" before going back to playing AAA slop and whatever troon game about depression journos are talking about that month.

It's not just games either. I see it in TTRPGs when people complain about how shit 5e and PF2 are, only to refuse to play anything else. I see it in films and TV. I see it with Warhammer.

The Kiwi Farms Doom Community Project 2 just wrapped up. I'm putting serious thought into a KF Half-Life project.


There's also a problem of what is considered "reasonably sane". As might be clear from this thread. I have no problem with titty games, or games with anthro characters, neither of which is a particularly popular opinion around here. I'm also inept, which doesn't help.
 
They do. But they don't. Sort of. It's complicated.

I've ranted about this in many a thread, but the short version is this. People like you complain and doomposts about how "there's no games to play" "everything is wokeshit", so we hand you a bunch of games on a silver platter that aren't that, only to be immediately rejected for dumb reasons ranging from specific complaints like "pixel/ps1/bad graphics!" to vague "it doesn't count" before going back to playing AAA slop and whatever troon game about depression journos are talking about that month.

It's not just games either. I see it in TTRPGs when people complain about how shit 5e and PF2 are, only to refuse to play anything else. I see it in films and TV. I see it with Warhammer.

The Kiwi Farms Doom Community Project 2 just wrapped up. I'm putting serious thought into a KF Half-Life project.


There's also a problem of what is considered "reasonably sane". As might be clear from this thread. I have no problem with titty games, or games with anthro characters, neither of which is a particularly popular opinion around here. I'm also inept, which doesn't help.
I just hate it when they start looking for volunteers but in reality they're just dipshits looking for more "randoms" to ban from their shitty discord fiefdoms during another one of their spontaneous powertrips. "join our discord bro". Then when you rightly point this out you just get the trolls going "just dont join those servers bro." and all of your posts removed regardless of the platform.

I have no idea how the hell making several SFW 3D character models as fanart constitutes "hate" towards a project I openly said I liked and admired and warrants being banned on a whim, but im certainly sick of that shit and refuse to ever again attempt to work with anyone who actively uses discord to organize their gamedev team. The majority of them just want to engage in petty group power dynamics "us vs them" bullshit with their close friends and milk paypigs on patreon. Then cry about it when they inevitably get banned for fraud with no intent on actually completing the game in the first place and doing nothing but actively getting rid of anyone who shows up ready to work on it when they ask for volunteers. You know, being more than just an idea guy who disappears as quickly as they arrived. They also like to claim "a lack of interest" killed their project when in reality they fucking banned everyone and are just lazy assholes who were trying to make off with the crowd funding money.

No need for ad hominem. I keep an open mind and focus on enjoying games instead of looking for things to complain about like wokeshit that propagandists and retards seem to actively seek out. Those titles are pretty obvious with cal arts or some other flagrant looking artstyle that reeks of malignant narcissism and are easy enough to avoid. I recently did get around to playing older games I'd normally never play like Drakengard 3 that were pretty funny.
 
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I am trying to learn C++ but tutorial hell is going to be the end of me, do any of you guys know any effective way to deal with it?
The best way to learn a programming language is to go full immersion: Build a tool that solves a problem or fixes an annoyance in your computing life. You'll get a lot more satisfaction and insight using the language to build something useful than spending hours on tutorials.

If you get stuck, go back to your reading, watch a YouTube video, or troll through the endless written resources available online. The tool doesn't have to be perfect; getting a minimal viable product should be top priority. After that, then you can work on improving it.
 
The best way to learn game dev is to spend about ten years reading programming language theory on the internet. Preferrably stuff by people who have written major languages, or game engines, or games, or have worked with such people, or at least interviewed them. Maybe write one or two toy programs, but nothing that actually does anything. Then come to the conclusion that programming is the intellectual equivalent of coal mining, and you'd rather not get lung cancer. Also, gamers and gamer adjecent communities are the absolute worst.

Fun fact: the first steam engine was a toy that spun in circles and accomplished nothing. The second batch was for pumping water out of coal mines so coal miners could mine more coal to run more steam engines. Some brainiac put some numbers together and said this could be called "work." Now steam engines run your computers, so you can make games, so people will buy new computers, so coal miners can wonder when their jobs will be fully replaced by AI robots (two more weeks). Nerds worry about nanotechnology turning everything into paperclips or gray goo at some point in the future, but the joke's on them, because that's the only thing that's been happening since at least the beginning of the industrial revolution.

In conclusion, your job as a game developer is to be a cheerleader for the clown world. You are driving the bleeding edge of progress forward. Don't worry too much about getting everything perfect. Revel in the complexity, the perversity, and the sheer insanity of it all. These things are not the problem: they are the entire point. You are not here to solve that problem. You are here to add to it. Just contribute something that keeps the steam engines going and the miners in business for another few minutes. One more piece of coal for the fire.

People think the worst side effect of coal mining is global warming. Ha! Hahahaha! Bwahahahahaha! If only they knew.
 
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