A dream coming true...

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The fear of darkness is coming "DARK HORROR MASTER"
  • I really mean the title. This evening a friend of mine send me a link in Skype. It was a short video on YouTube. At first I wasn't very impressed, but soon enough it got me. I started online searches and finally found the origin of the short video. It was a one hour talk of Bret Victor on "Inventing on Principles"

    I know that not everyone will have the patience, but I really, really recommend to watch the whole thing. It is not just about programming or game design, but about being creative using the computer in a way that feels much more natural than current usage.

    Those of you who don't want to watch the whole thing, watch at least the first 23 Minutes and from 29:20 to 34:00. I promise it will feel like seconds.

    Now that you have watched it, let me tell you that it already influenced some game creators. For example,

    .

    I'm really excited, as you can tell.

    Any thoughts?

  • I remember Bret Victor's talk. Nice one indeed.

    I believe someone had already posted it quite a while back, but it's nice to see it being reposted as it bring a nice point of view on designing.

    Thanks Tula <img src="smileys/smiley2.gif" border="0" align="middle" />

  • Indeed, thanks tulamide, very inspiring and thought provoking video, did not know of it before!

  • Looks nice, but will be better if someone make subtitle for this, i can't understand most of the talk. = =

  • Neat video! I wish my eventing/whatevering would yield instant results :-P

    But at least that's how music composition generally works for me.

  • Neat video! I wish my eventing/whatevering would yield instant results :-P

    But at least that's how music composition generally works for me.

    That's interesting. It is exactly my experience too. Maybe because music composition already has that direct media connection? We instantly hear what we are playing, or how it affects the music if we change a note, a chord, an effect, etc.

    Game design should feel the same.

    I often read about complaints from non-programmers about the arrays in Construct. They said "I can't see them." And I didn't understand what they meant. Until I saw this video and its part about binary search. It's the same algoritm, that I use in "Verve!" for Construct's arrays. But all my comments in the events can't explain the functionality nearly as obvious than Bret's visual representation. This must have been what the people meant by "seeing the array".

    But there's a downside. Making an editor with instant media connection would always be a solution to specific demands or else will be bloated with dozens of tools and functions you probably never need.

    One side-note: I think, Bret's principle is exactly what people find so attractive about Spriter. It is following exactly this principle. You instantly see what you are doing and how changes affect it. I'm sure, there are other examples from fellow Scirrans out there.

  • thanks tulamide. I had watched part of this video a few weeks ago, and thought it was interesting, and had several "YES YES!!! that's what it's about!" moments, and was considering replying to this thread that my thought process with Spriter was very similar, but was worried about sounding egocentric. So thanks for saying it for me :).   

    I'll watch the rest of the video when my schedule opens up a little after the next Spriter release in a few days.

  • Just an amazing presentation! I want that text editor. Yes, arrays - I tend to always visualize them.

  • Just seeing that Frogatto devs were inspired by this video makes me want to see it. The Frogatto editor concept is perfect. It's a whole new way to make games. Ah, if C2 had that :D

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  • I can add a link to your post:

    webmonkey.com/2012/03/connect-with-your-creation-through-a-real-time-editor

    Real time editor can give you a huge advantage when thinking in motions, but the basic, you still needing to learn and implement ^^

  • Very interesting video, and quite inspirational for Construct 2 features. I wonder if I could code a "continous preview" feature - for example, if you're 5 minutes in to a level and a block is too high to jump over, then you could edit it to be lower in C2, press "continuous preview", then carry on right from where you are without having to start over!

  • Very interesting video, and quite inspirational for Construct 2 features. I wonder if I could code a "continous preview" feature - for example, if you're 5 minutes in to a level and a block is too high to jump over, then you could edit it to be lower in C2, press "continuous preview", then carry on right from where you are without having to start over!

    That would be very neat and would be a huge time-saver. Complete realtime-editing wouldn't really be necessary, but being able to apply changes to the currently running build (at least most things) would be really neat.

  • I wonder how hard to implement that would be. With native engines you must use some kind of scripting like Lua for a start. With HTML5 i don't know.

  • without serious changes your have to start from scratch. Not only would the engine need to be html5 but the editor too. Kinda like Unity and its editor. The editor is built into the engine and is just a mode thats turned on/off. Then you just need to make changes to things immediate instead of having to reload.

    The main problem with all of it would be interpreted language not compiled. Atleast not in the live building/testing

  • Yeah ideally the editor and game must run on the same runtime. Like the editor is the game running but in another state. That solves a lot of problems, and of course introduce others :). Eventually Ashley will have to rewrite the editor to run on Awesomium or something :D

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