Searching For More Programmers!


If you haven't been in the public server OR the substar server, I've begun looking for additional programmers for the game. After a year or so of development, I'm realizing that leaving every bit of programming to me is slowing down the game's progress by a significant amount. I have to do a lot of things myself with this project, like figuring out how to implement mechanics, programming them in, watching playtesters, and then fixing bugs that are found. This is a decently slow process, and it's made even slower by me being not only the sole programmer for the game, but also the only one who knows how to use Clickteam Fusion.

I've decided to try and remedy this! If you are or know someone who is pretty good at using Clickteam Fusion 2.5+, please hit me up! I'll be happy to work with you! :3

(I do realize that this'll be a pretty sisyphean task, but it doesn't hurt to try, yknow.)

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I wish I knew anyone, I'm sorry. :(

But I still wish you the best, there's probably someone out there!

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Hello there.

It's been awhile since I've talked to y'all, and I just wanted to wish y'all the best of luck. Not many people now days know Clickteam, so this is likely going to be difficult, best of luck <333333

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I'm aware my advice may not be helpful due to the difference in game-type, but I have plenty experience in game design (Game design for board/card-games, but games nonetheless). Rules are to board-games what code is to video-games (albeit with some caveats I'll clarify later.) Take everything I say with a grain of salt.

To Clarify: Humans and machine are different (duh). In a board-game's rules our human brains have the special ability to interpret any discrepancies and vagueness in rule books. But the machines in video-games function differently, to put into words: The good thing about machines is that they do exactly what you tell them to do. The bad thing about machines is that they do exactly what you tell them to do. Machines of code cannot interpret discrepancies or vague code; they take everything literally. If your code isn't bulletproof then the game you're making will break.

My advice...

Declutter: If you see a mechanic that isn't integral to the game, remove it. It may hurt to do it, but remove any easter-eggs until after the product is finished; old code can tarnish new code.

Scrutinize & Simplify: It will take a long time to do, but really look at your code. If you find a feedback loop, remove it. If you find a redundancy, remove it. If you find an error, fix it. It will be tedious. It will cause you to lose hope. But, trust me, the reward will be worth it.

DON'T RUSH IT: The community/fandom will be breathing down your neck the entire time, but do not give in to their siren's call and rush out the product, because YOU. WILL. REGRET. IT. No one wants a turd published when they were expecting gold. This will delay LDTF's release by another year or two, but the outcome will be worth it. The community will both be impatient and expect perfection; after all, you can't please everyone.

[Edit: Yes, I do see the irony of emphasizing not rushing things while rushing out this very comment]

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well, i guess its kinda pointless to write something but ill try even though.

I would love to help but there are 2 big problems:

1: i would have to learn everything from zero, thing that isn't impossible but i would have to put some all nighters to speed-run the learning of clickteam.

2: i don't have 106,57$ i could just waste right now.

still, if there is some way to help by being a tester or something, let me know and if its into my posibilities ill try my best! after all, why not lend a hand when all of us are part of the same community (itch.io)?