Good evening chumblings. Similar to the recent moon excursion, we are once again facing a historical event. A demo of HIEROSAGA, "TOMB ATTACK", is now available for download!! Please try it out, share your scores, and let us know what you think!
https://t.co/eFdjo1iGgn
Later today, we will be releasing the build of HIEROSAGA that we showed off at Magfest, with major improvements!!! This will contain Tomb Attack, an endless roguelite mode based off the dungeon from Overture, which will be released later this year. Keep an eye out!!
Your equipment determines how well you can respond to situations in combat... but sometimes you can goad an enemy into doing the work for you! #HIEROSAGA#gamedev
💥Reflectile is LIVE ON KICKSTARTER!💥
A DS-inspired puzzle precision game; Reflectile is about SPEED. Cut corners, squeeze through tight corridors, and make split-second inputs to reach the goal!
Play the demo on Steam!
@lorenschmidt I will say though there shouldn't be a need to transfer values between arrays if u can just alter the image data buffer directly? But memory might be failing me
@lorenschmidt It was mainly for pixel manipulation and one-off color replacement with support for RGBA formatting so again your use case might be different if ur focused on performance, need targeted blits etc. Im not a rendering expert though so I cant speak to what alternatives are out there
@lorenschmidt Its not completely 1:1 as theres some different behavior for setting values outside the 0-255 range. Definitely trivial to convert from a dev standpoint but expensive computationally. Personally haven't had trouble just making wrapper interfaces around direct RW operations though