as much as i adore shmups, i wish i had more time to work on a game
at all. good luck tho!
I got a boost thing in there. still incomplete and pretty buggy. i wish i could use the latest worlds engine but it crashes for some reason whenever i open the executable. (probably because i'm using a mac that has wine running my windows apps)
(08-30-2016, 05:47 PM)SKELTON S. SKELETON Wrote: [ -> ]okay so like question
is there anyone who A) has a week or two to spare and B) wants to make a quick little shootemup. if not i'm gonna try out pico-8 again because im really interested in it as a platform and its different from what ive worked in before
I keep hearing about this legendary "free time" but unfortunately I have yet to acquire any of it. Like Jazz I'd love to work on this if I could but I'm just too busy with other things and wouldn't be able to work on it reliably.
(08-30-2016, 05:47 PM)SKELTON S. SKELETON Wrote: [ -> ]a shoot them up
Graphics ?
Figured I'd quote this cross-thread just so you all could see it over here too.
(09-07-2016, 06:30 AM)Vipershark Wrote: [ -> ]https://www.humblebundle.com/gamemaker-bundle
For $15 you get GM:S Pro, the HTML5 module, and all three Mobile modules.
The normal price of all of these is over $1000.
If you ever wanted to try your hand at developing games, this is a deal you absolutely should not pass up.
I dunno if this goes here, but I'll post it.
Do you think your engine can be ported to tablets devices ?
If someone has the patience to do it, I won't stop him/her.
o gosh what is this?? and why is the placeholder art so bad??
isometric animal crossing starring toad?
toadimal crossing?
Nah, it's gonna be a Toad treasure hunting game on the Genesis.
Toadstalker.
Toad was just a conveniently sized iso placeholder.
Game will be original IP
Itll also play similar to the board game Runebound as far as stats and combat go
spent like 2 hours implementing this
(10-02-2016, 12:43 AM)Sengir Wrote: [ -> ]
o gosh what is this?? and why is the placeholder art so bad??
I think it's toadally awesome
what's the 'right' way to make graphics for Mobile games?
My phone is a Galaxy Note 4 which has a resolution of 1440 × 2560, many phones have 1080 × 1920 and the iPhone 7 is an oddball 750 × 1334.
I realise I could just export multiple assets for different resolutions but it just feels so wrong and stupid. But even so, simply scaling stuff up/down will break fine details like regular grids or thin lines. Any best practices to follow?