> You don't think it's possible to read the file when the game loads, see a negative number, and save previous values?
That's why we were going to evaluate the locations that we could look into the past for on frames when we weren't looking for them. You decided it wasn't necessary to do so.
Can you link some of the ten thousand bullet hell games that are written in your preferred style? It seems like so far we have a lot of games written in one style that include certain kinds of complex behaviors and a lot of games written in another style that do not include these. So I am mostly comparing all of the output of ABA Games, ZUN, and almost every Touhou fan shmup on the one side to nothing on the other, rather than saying "wow, it's so impressive that people were able to make the amazing bullet patterns in Stephen's Sausage Roll with just switch statements!"
That's why we were going to evaluate the locations that we could look into the past for on frames when we weren't looking for them. You decided it wasn't necessary to do so.
...What?
Can you link some of the ten thousand bullet hell games that are written in your preferred style?
Games without coroutines? That's almost every game ever made.
You realize most of these types of games originated in the 80s and 90s and were made in assembly right?
> Games without coroutines? That's almost every game ever made.
Bullet hell games? None? Honestly it took several tries for me to come up with a game that lacks an internal language and VM (e.g. StarCraft and WoW have at least 1 and at least 2 respectively). Stephen's Sausage Roll seems like a potentially winning bet only because I don't think you can make all of it in PuzzleScript, which is what the author normally uses.
> You realize most of these types of games originated in the 80s and 90s and were made in assembly right?
There weren't any of these games prior to Batsugun in 1993. According to the people who have reverse engineered the games, the more well known DoDonPachi DaiOuJou in 2002 used the same level planner that Toaplan used for Batsugun. Assembly obviously has coroutines, but we know that these games did not use a coroutine implementation for their bullet patterns. I obviously don't work at CAVE and can't just ask the devs what they were thinking, but if you play these games on the original hardware, even though every bullet has no behaviors attached the game will start to run slow when there are a lot of bullets on screen (and the game seems to be tuned around this fact). So I expect that even if the developers wanted to make the sorts of things we have in modern games, they would run too slowly to be practical.
To be fair, modern games that use danmakufu or ZUN's ECL or BulletML or Firedancer or Lua would probably have less distinction between "enemies" and "bullets" and the "enemies" in these games often do have some behavior attached. In the case of DoDonPachi DaiOuJou, each enemy that spawns uses one of a small fixed table of movement patterns.
I'm not sure what the claim about "most of these types of games originating in a certain time period" really means. A majority of bullet hell games were probably made in the last decade, and that will probably continue to be true for a long time. If you mean that it's common for these games to contain references to games from the 90s, I agree, but that has nothing to do with whether modern games are written in assembly or how the behaviors are scripted.
Here's where you dismissively suggested that evaluating and storing locations that might be asked for in the future was unnecessary
What you actually said was "evaluates all of the Locations that any pattern could ask for every frame" so you are being very dishonest.
None?
You think no video game has ever been made without coroutines?
I'm not sure what the claim about "most of these types of games originating in a certain time period" really means.
What is there to process here? Games in the 80s and 90s were made in assembly language, then C. There were lots of shooters in those two decades, clearly they didn't need coroutines to make bullets and no other game did either. I don't even know how someone gets into a mindset that some shiny programming feature they love is the only way to do things when decades of progress before had nothing to do with it.
> What you actually said was "evaluates all of the Locations that any pattern could ask for every frame" so you are being very dishonest.
Sure, I think that's a reasonable implementation. Maybe we know all the Locations for all the behaviors in the current stage, and of those, for each one that can be evaluated in the past, we should evaluate it each frame and store it in a collection. The stored past-locations that are old enough that they can no longer be asked for can be discarded. So the data is accessed like a queue normally, but maybe if multiple behaviors look into the past by different amounts for the same Location then one of them has to access the middle of the queue. This is fine because the queue can be backed by a circular buffer. Is this a bad implementation in your view?
> You think no video game has ever been made without coroutines?
Is this an honest followup after someone asks exclusively about games in a single genre?
> What is there to process here?
Well, if the claim is that a majority of all bullet hell games were made before 2000, then it's just false, but it's sort of unclear if that is the claim. Maybe the claim is about "types" rather than "games." Even if it's about "games" then maybe Touhou Hisoutensoku (2009) "originated" in 1994 with the release of Street Fighter.
> Lua didn't even have coroutines until 2003.
Assembly had them in the 1960s (well, they are first documented to have been used in the 1960s, despite existing before then). C had setjmp and longjmp in 1979. Why would Lua need them?
To review the situation, we have 0 bullet hell games from the 80s. We have some bullet hell games made starting in 1993 by 2 companies (one of which is made up of the staff from the other) with exclusively bullets that never turn, home, accelerate, bounce off of things, or spawn other bullets. The games by these companies use a stage plan format the execution of which could reasonably be described as "not a VM". We have numerous other bullet hell games, the vast majority of all bullet hell games ever made, that use imperative scripting languages that can execute a single function that spans many in-game frames to attach behaviors to bullets. We also have a number of bullet hell games larger than the number of Toaplan/CAVE games but smaller than the number of BulletML/ECL/Danmakufu games for which I can't make any claims either way about the scripting environment (Valkyrie Sky, Jamestown, Shikigami no Shiro, etc.).
Obviously it's possible to implement anything in any Turing-complete language, in the same way that Billie Eilish could simply type the waveform she wants to put on her album into a text editor if she wanted to. I just think that it might be unreasonable for people who have sold 0 albums to tell her to do that instead of using FL Studio or whatever.
Yeah I think that usually "most of" means "a majority of" and "originated" means "was created."
> I don't know what this is supposed to mean, all I said was that lua didn't have them until 2003.
Well, I guess I apologize for assuming that that was supposed to be relevant.
> I can't even follow what you're saying, you're all over the place.
This submission is about a tool for creating a specific genre of art. Some works of art are created in an iterative process where the artist repeatedly evaluates and perturbs the work to make it more to their liking. Some ways of working make this easier than others. Almost every work in the genre has been created in a specific way. This submission's content is a part of the same tradition that includes the tools that have been used to create the vast majority of works in the genre. If someone who knows nothing about any of this insists that almost all of the artists are doing everything wrong, well, the base rate for that person being correct is not great.
> Are you really trying to say every video game ever made uses coroutines?
No. I gave specific examples of games in this genre that are known based on reverse-engineering to not use coroutines.
I will venture to avoid spending my time writing words for low-literacy audiences from now on.
That's why we were going to evaluate the locations that we could look into the past for on frames when we weren't looking for them. You decided it wasn't necessary to do so.
Can you link some of the ten thousand bullet hell games that are written in your preferred style? It seems like so far we have a lot of games written in one style that include certain kinds of complex behaviors and a lot of games written in another style that do not include these. So I am mostly comparing all of the output of ABA Games, ZUN, and almost every Touhou fan shmup on the one side to nothing on the other, rather than saying "wow, it's so impressive that people were able to make the amazing bullet patterns in Stephen's Sausage Roll with just switch statements!"