With dungeon-ish backgrounds it starts to look like an actual game.. maybe I should spend more time on this prototype #gamedev#indiedev
(p.s the lightning animation is highly inspired by a certain PSX tactics game)
@TheRealBlackNet something like that, the subtraction is key. although here in this example I have 30 or so frames of "buffer" and colored every 10 in r/g/b, because the dance here moves kinda too slowly
spent so long working on the breast physics only to realize, I spent way too much time for what amounts to maybe 200 or 300 total pixels of boobs on the screen #gamedev#indiedev
@BBBelton wavers between the two, 90% of the effort goes into engine things like this. aiming to eventually get there and make an actual game though, could be any second now
sorry desktop/steam users i'm going straight to mobile with a running game (my flappy bird clone) the cheeks will sell itself
p.s good news amd users my stuff works on amd gfx cards now
@Doombeetle 1. ship Zink dll's and make it use zink upon startup (by setting some environment variable) and 2. get rid of bindless textures I'm not sure this is of any relevance if you're not using opengl
So I just got a radeon PC for testing, and my OpenGL game just straight up crashed the driver (it crashed ATI's driver). Can I just completely ignore Radeon users? Is that even allowed? This whole radeon thing is giving me nightmares :( Gif unrelated #gamedev
@Doombeetle Chose to tackle it now I think I figured out a solution, was afraid it was gonna be a week's worth of work but looks like it's just one (very long day)'s worth