FANTASTIC NEWS! Sling Ming is coming to #NintendoSwitch and #Steam this spring! I'm so proud of the game, but scared it won't get any attention.
YOU CAN HELP! Please spread the word, review the game (ask for key), interview me, etc. I'm forever grateful!
https://t.co/up13HorsIM
Hey good people, we're doing an AMA on Reddit in less than an hour (10am ET / 7am PT / 2pm GMT). Bring your questions and join us! https://t.co/xB22t96ceM
Hang on tight....
✨ Sling Ming is OUT NOW ✨
Buy it on Nintendo #eShop or #Steam if you like tough puzzles and grand adventures!
More info at https://t.co/GRXd1vjbU6
Thanks for the support!
Nintendo review codes are coming in a few days. Keys for Steam are available now! Just message us or use https://t.co/ODiss90o3z if you want to cover Sling Ming!
#indiegame#indiedev
👏👏Gather up, the princess has an announcement! 👇
SLING MING launches✨APRIL 5✨ on Nintendo Switch and Steam. Join Ming and her friends in a big-hearted puzzle adventure. Please RT! 😚 https://t.co/GRXd1vjbU6
#indiegame#nintendoswitch#gamedev#nindies#games#platformer
It seems that tvOS apps are allowed to require a game controller now..? When was this changed? I'm pretty sure there was a big fuzz about having to support the Siri remote, which is bollocks for any game more sofisticated than Crossy Road.
Cool, I got Sling Ming up and running on my nVidia ShieldTV. 60 fps on a big screen with a nice controller, that's console gaming in my book! #gamedev#indiedev
Our new little physics puzzler "Drop the Clock" is out for iOS and featured by @AppStoreGames this week! Time manipulation, weird obstacles and great music! https://t.co/46BwKTkJQ9
@tuxedolabs Sounds lovely, getting rid of all the cruft. It would be super interesting to get a peek at your framework/toolchain some time! I'm never quite satisfied with mine, but then again perfection is unattainable.
@tuxedolabs Then I think your current solution sounds great, since you'll never edit the cooked textures. Unless you want to support modding, I guess. Why do you want to switch format? To reduce the data size further? Is that important these days? (genuine question)
@tuxedolabs I use TGA for non-cooked assets and a custom file format for cooked/runtime assets. The runtime format is basically the texture data (either RGBA or some packed format like DXTx) including mip-maps with optional ZLIB compression. Works fine but data is quite large (non-lossy).