
Common knowledge maybe, but still... well done !! lol (damn you )
hey, be nice to sea you do a sunny coastal resort town level every once in a while

what i mean is that, at the very least, they are the same quality as that classic, beautiful game... which makes me want to go outside and "fall on the sword" lolmice wrote:Since when did "far supersedes" and "on par" mean the same thing? Forgive me, I don't speak the language very well.
Hey, I actually paid for the HTML5 version when it first came out, which at this point I consider no more than a 'I like Game Maker!' charity drive donation.Shmuppet wrote:(like, 4x GM's price back when it was $20!)
You know what you do?Rozyrg wrote:Nahhh. Give me 10 years in the biz, real hardware limitations and fast turnarounds to deal with and the battlefield of an ultra competitive arcade market and then we'll talk about who compares to who. I appreciate the compliment, though.
As for Flying V, I don't know. The main issue aside from time is bulk... every time I added something to it, I'd worry about it hitting GM's constrictive memory ceiling and basically breaking playability for lower end machines like my netbook. Even the 4th level seemed to be pushing it; but it could just as well be past bad experiences inflating my anxiety, making me hypersensitive to any slight framerate hitch or other minor problem that would crop up. The other issue is having to work with Illustrator for the gfx: it's still fun, mind you; but getting consistent results is harder when you don't have the restrictions of a fixed scale or (a more noticeably) finite number of pixels.
Like everything else, I'd like to finish it, it's just a matter of when that will be possible. >_>
Heh, you're not alone. Actually you are, because at least YOU got some feedback! :pn0rtygames wrote:You know what you do?
Release it. It's most likely 200% better than you think. Might have a few flaws - but that's why you release a patch later. Probably the best thing I did otherwise I'd have driven myself mad developing my game all alone without any player feedback. *sniff*
AFTER release! To be honest though: I actually got pretty depressed after day 2 - when the initial "WOW AWESOME" phase had worn off and people were able to critique it. Mostly because I'd put in a lot of effort but had to accept that I'd spent way too long looking at my own product and was blind to some of the issues.Shmuppet wrote:Heh, you're not alone. Actually you are, because at least YOU got some feedback! :pn0rtygames wrote:You know what you do?
Release it. It's most likely 200% better than you think. Might have a few flaws - but that's why you release a patch later. Probably the best thing I did otherwise I'd have driven myself mad developing my game all alone without any player feedback. *sniff*
n0rtygames wrote:
You know what you do?
Release it. It's most likely 200% better than you think. Might have a few flaws - but that's why you release a patch later.
Well, I'm not the programmer on those projects (thank god), all I have to do is draw the pretty pictures.railslave wrote:oh and you saying about hardware limitations, when your doing stuff for dreamcast and neogeos!!
Even when you include public releases, you'll be lucky to get folks to talk even a smidge about your game. Some folks just DON'T talk to people all that often, and like it that way. It's usually the extroverts who really get people talking.n0rtygames wrote:If you're developing in solitude without any public release, you'll never ever get that
Well, I do hope that the GM line of cross-platform products are stable and feature-full by now. I wanted to do some cross-platform development and while I could use Monkey(cross-platform dev product from the Blitzmax guysRozyrg wrote:Hey, I actually paid for the HTML5 version when it first came out, which at this point I consider no more than a 'I like Game Maker!' charity drive donation.
For what it's worth, YoYo eradicated the Delphi backend runner after GM8.1 and with it most of the more oddball methods of externalisation (execute_file, creation of *objects* via GML, etc), and then replaced with a C++ runner of which I'm still not confident of any speed improvements. In my tests using the Free License no games with GM:S even started on my legacy PC although I did find the sound engine improvements (and consistency between OSX and Windows) to be nice.Shmuppet wrote: Well, I do hope that the GM line of cross-platform products are stable and feature-full by now. I wanted to do some cross-platform development and while I could use Monkey(cross-platform dev product from the Blitzmax guys), I know that GM was established way before Monkey. However, I'm afraid GM still has that legacy of Delphi dependency, where anything that's good gets slowed down.
Plus, ever since I got to know Blitzmax, I like that syntax/design better than GMs.
I hate it when stuff is done for me, but it takes tons of tinkering to get it working right to where I'M satisfied with it. Like the whole room business. If I wanted a scrolling camera, I'd rather create a simple camera class in Blitzmax and be done with it, instead of tinkering with different room options in GM, or god forbid making a camera in GML. I NEVER got anything decent done in GM, even with mastering GML.
I have one of these now due to a schizophrenic doujin shmup.Rozyrg wrote: Having a nasty head-throbbing cold/flu/fever/whatever due to the schizophrenic weather changes here hasn't helped my motivation much, either.