Wow, I'm really impressed, I've always been curious about how games are developed! As you said in the video, a lot of the small changes you're making in this new game will make a huge impact in the game! I think you are correct to remove the checkpoints and replace them with spawn points, I think it makes a lot more sense. I love the new UI and art you've created as well! I'm so excited for this game! :D
First of all: wow. That has to be one of the GDevelop games with the most work put into it there is. It looks really nice and sounds like a really fun game to play. Congrats for getting so far with your game! Then I am thinking about something: that background splitting task must take hours! You could (and should!) probably try to automate it. That way it wouldn't take so much of your time for a small optimization.
Thanks you so much, the background task took a lot of time to do yeah but I'm done with it almost 90% of the game so I don't need to automate it at the moment but I should have done that yeah ... also this is a very small level compared to other detailed levels ... there is a level with 1000 pics to go through and arrange them in engine .. it's one of the biggest levels in the game and took so long to make it happen.
just watched this and have to say wow wish i can be that good and doing stuff with GDevelop i just started using GDevelop a few months ago and have a few games i wanna do.
im working on a oldschool style horizontal shooter (like r-type) and i just exported the whole level from photoshop as a png and let it scroll with the camera... It works.. ;-) I use like 3-4 Layers for a paralax effect. Every layer scrolls with different speed so you get a nice parallax. Maybe i had no problems with big gfx yet because my game uses only a oldscool resolution of 512x288 pixels.
Yeah that's 100% the reason, my game uses 1080p so I have to make every possible thing to maintain a good fps across the scenes and levels, using low resolutions helps a lot with performance.
Play Miko Adventures Puffball NOW on:
▶ Steam: store.steampowered.com/app/1614960/Miko_Adventures_Puffball
▶ Itch: coriandergames.itch.io/miko-adventures-puffball
▶ Voxpop Games: www.voxpopgames.site/store/573
Very impressive how your levels are very large and full of objects!
@GDevelop
Thank you so much! :)
Great work. I really like the art-style.
Thanks a lot, glad you're enjoying it :)
Wow, I'm really impressed, I've always been curious about how games are developed! As you said in the video, a lot of the small changes you're making in this new game will make a huge impact in the game! I think you are correct to remove the checkpoints and replace them with spawn points, I think it makes a lot more sense. I love the new UI and art you've created as well! I'm so excited for this game! :D
@ShireenPlays thanks a lot Shireen for watching, I'm glad you're happy with the new changes : )
@@CorianderGames 👍
Cool!
@RapaGamez Thank you! :)
First of all: wow. That has to be one of the GDevelop games with the most work put into it there is. It looks really nice and sounds like a really fun game to play. Congrats for getting so far with your game!
Then I am thinking about something: that background splitting task must take hours! You could (and should!) probably try to automate it. That way it wouldn't take so much of your time for a small optimization.
Thanks you so much, the background task took a lot of time to do yeah but I'm done with it almost 90% of the game so I don't need to automate it at the moment but I should have done that yeah ... also this is a very small level compared to other detailed levels ... there is a level with 1000 pics to go through and arrange them in engine .. it's one of the biggest levels in the game and took so long to make it happen.
just watched this and have to say wow wish i can be that good and doing stuff with GDevelop i just started using GDevelop a few months ago and have a few games i wanna do.
Thanks a lot, keep going and I'm sure you'll make great games with it.
im working on a oldschool style horizontal shooter (like r-type) and i just exported the whole level from photoshop as a png and let it scroll with the camera... It works.. ;-) I use like 3-4 Layers for a paralax effect. Every layer scrolls with different speed so you get a nice parallax. Maybe i had no problems with big gfx yet because my game uses only a oldscool resolution of 512x288 pixels.
Yeah that's 100% the reason, my game uses 1080p so I have to make every possible thing to maintain a good fps across the scenes and levels, using low resolutions helps a lot with performance.