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GetDizzy's Profile User Rating: ****-

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3,544 (0.5 per day)
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The Junkyard (1407 posts)
22-November 01
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User is offline Mar 15 2021 02:00 PM

My Information

Member Title:
Touch Fuzzy.
33 years old
December 28, 1987

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Posts I've Made

  1. In Topic: Updating Uploaded Games

    15 March 2021 - 07:12 AM

    When doing an update? Honestly I think people have done either, but I would say release date of the update. The release date for the original will be kept in the original record, which is still publicly visible.

    Doing release date of the update helps keep sort of a historical record of updates and their release dates.
  2. In Topic: Updating Uploaded Games

    14 March 2021 - 05:12 AM

    So, this was mostly answered on Discord, but I wanted to give a response here for anyone else to find.

    The game update process is a semi-automated process. If an Upload is made with all metadata on the upload form (especially the title) other than version number matching the current record, it will be marked in our system as an update that we can one-click approve to supercede the original record. The old versions are always kept around in this case, so no data is lost.

    If the upload form title does not match, the record will have to be edited before we can have it supercede the old game. As such, we do not ever advise uploading updates with the version number in the title, for example.
  3. In Topic: MegaZeux 2.92f .debs for Debian/Ubuntu/Raspbian

    24 November 2020 - 11:22 PM

    Updated for 2.92f. Ubuntu Groovy builds now available.
  4. In Topic: Different Approaches To Different Genres?

    06 August 2020 - 05:35 AM

    This is really going to vary a lot person to person. I know there's a lot of MZXers that put in a lot of planning and design work before ever really opening MZX, and there's others who don't even really think so much of a game they want to make as an engine or mechanic they want to see if they can use and often end up with little more than an engine.

    Personally, when approaching a more action-driven game without much in the way of a story I'm the type who likes to dive right in and start making things right away, even if I might have to discard them later. I want to put the rubber to the road immediately and get a sense of what things are going to look like without relying on visualization or an excess of planning.

    On the other hand, and this is part of the reason *why* my "big" (actually intended to only have maybe 5-10 hours of gameplay at best >.>) narrative driven RPG has taken so long to go anywhere, if it's something with a concrete narrative I find I do need to do a lot of planning and notes and scenario writing beforehand. This is actually something I find it kind of hard to do, because even though the idea I have in my head is awesome and I feel inspired to write, I still find the process "boring" and a large part of me wants to "skip ahead to the fun parts", even though that's not really doable.

    Don't know if that really answers your question per se, but it's a look into my creative process such as it is.

    I find this tends to lend itself well to BKZXs and DoZes and such things where spending too much time planning is practically a death sentence, but it's probably a big reason why so many of my larger projects are just kind of mouldering on a hard drive somewhere.
  5. In Topic: MegaZeux 2.92f .debs for Debian/Ubuntu/Raspbian

    03 August 2020 - 07:48 AM

    Updated for 2.92e.



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