There’s https://enigma-dev.org. It compiles Game Maker games natively to C++. If the C++ can be exported (I forget if it does that or just builds a binary) then it could be compiled for other architectures. Whether or not it will RUN, however, is another matter. This game frontloads a TON of assets, and IIRC, does not unload them when not needed, so good luck finding an Anbernic with the memory to run this game. Some severe optimization work will be needed.
Kelvin Shadewing
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The graphics and music make me feel like I’m playing a DOS game, which I totally love. I like that the boss fight lets you just wail on them as much as you can when they’re vulnarable, just like a Sonic game should. There’s a few bits I think could use some improvement with what I’ve tried so far:
- Coyote time. This game needs it, especially since you’re expected to move so fast. An easy way to implement this is with a simple timer. Here’s an example:
if(isOnGround) coyoteTime = 15 //15 frames for example, can be any length else coyoteTime–
if(isOnGround || coyoteTime > 0) jump()
2: Swimming feels weird. I’m guessing you can swim in the green water because it’s nuclear? It’s still very slippery and hitting a wall at an angle you should just be sliding off of or maybe reflecting bounces you directly back instead. Check the angle of attack and determine which bounce is appropriate.
3: Getting out of regular water should be done with a jump. The way he just snaps up onto land when you touch it feels super janky.
4: Jump should be on a press event, not hold.
5: Having to go back and play a level again because I didn’t know what appeared to be optional orbs were actually mandatory wasn’t fun. It’s especially discouraging when the game seems to be telling me that S ranks will be expected as well. I don’t expect S ranks to be handed out like candy, like in Sonic Generations, but they shouldn’t be mandatory if they’re going to be this hard.