![]() ![]() # It seems as though the engine supports HUDs. # It seems as though the engine supports scoring systems. Not sure if there's a max resolution for Stencyl games. # Supports hi-definition on the Xbox 360. ![]() # Completed games can be exported as Flash (embeddable for websites). # Finished games can be ported to Xbox Live. # Shmups (shoot-em-ups/shooters) are possidle. # Platformer (side-scrolling) games are possible. Enterbrain likes to make their programs limited to the kind of games they want you to make. Enterbrain likes making their programs worse and more limited (Vx lol). I don't know why Stencyl was mentioned in this thread, lol. Now if RPG Maker VX came out with these built in as 'what kind of game would you like to make' option that would be an amazing added bonus. Quote from: deadnub on September 16, 2008, 02:20:32 AM -I wonder how many of these things they can pull out of their ass.īut really, its business. Other Game Creation > Game Creation General Chat All that said, we hope everyone is as excited as we are and we look forward to showing everyone more of the game and we'll provide regular updates whenever we can.Potential New Multi-Platform Maker from Enterbrain We also hope to finish this within the year, so we want the scope to be as manageable as possible. ![]() While we may have gotten a little better over the years, we've found through another previous project that our ability to work together on the limited capacity we're able to commit to still needs fine-tuning. As with Version 1, the remake is intended to be short and sweet at an estimated 30 minutes of play time and will be released for free. We've already built a prototype with most of the basic gameplay elements in place, and Allen's drafted a couple of levels to test them on already. Per Amiel's advice, we've moved the project over to Game Maker Studio 2, and we're pretty pleased with it so far. We loved the original character designs from the first version, but we're excited to see how she spices things up some more.Ĭharacter redesign sketches by Kat Our lead dev Amiel and my co-designer Allen went on to pursue careers outside of game dev unlike Kat and myself, so the two of them in particular are pretty psyched about working on a game again as well. Our artist Katrina is happy to be getting back into drawing and animating for games after picking up new tricks from her time in studios like Kontrabida, Secret6 and Tose. We've finally settled down a bit and feel we have enough time and experience to give this a proper go now, and we're rebuilding Glow from the ground up. We meant to remake this sooner, but had to shelf the project to take care of other priorities like finding jobs after graduating. Personally, I feel like I owe this project for opening doors for me in pursuing game dev as a career after college. Still, we love this game and were plenty happy about how well-received it was when we showed it off. Between the tight schedule, an engine we had trouble working with and our general inexperience at the time, there's a lot about it we wish we did better. ![]() Our current version of Glow was made over five years ago in a little under two months for an exhibit for school. ![]()
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