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Hi. I'm glad it worked! I was honestly not sure at all it would. Cross-compiling is hard. I did consider making the portraits pixel-art as well, but I feel high-resolution pixel art is actually harder to make look good than traditional art. Maybe it's more of a question of making the game's art better in general. I'll try to add a tutorial for the next version; I'm aware the controls aren't very intuitive.

You're right, most people don't play shoot-'em-ups anymore. Alas! I really like them. They have a specific design philosophy to them. Part of why I'm making this is because I wanted to have a more intimate knowledge of how they're made. Anyway, thanks for playing! (I tried to play your game, but it crashed when I pressed the start button. Probably a local issue. I found the descriptions really funny, though.)

I was thinking something like adding a few more shades to the smaller sprites, the big ones are great. But pixel art isn't really my thing so I don't know, traditional art is easier for sure.

Did you try it on wine or a windows virtual machine? I should really do a version for linux in the future.

I think I see what you're talking about. I tried to add some anti-aliasing to the sprites as well but I couldn't figure it out.

Apparently I can't run most games with my VM (Win7) due to missing libraries (it seems it can run old games like Higurashi but not GameMaker games or my own game), so I used Wine. If I can get the VM set up (I hadn't used one in over a year and just installed it for the hot-fix) I'll see if I can run it on it.