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How I failed to make a game: Raycasting on the GBA

mcejp.github.io

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Re: How I failed to make a game: Raycasting on the GBA

#2
It's funny to me when people apologize for not being artists when they've produced actually nice looking art. It's like a host saying "excuse the mess" when entering their nearly immaculate home.

I wish I had kept some of my game development experiments because then I could show you what actual bad art looks like!

Re: How I failed to make a game: Raycasting on the GBA

#3
post #2

It's funny to me when people apologize for not being artists when they've produced actually nice looking art. It's like a host saying "excuse the mess" when entering their nearly immaculate home. I wish I had kept some of my game development experiments because then I could show you what actual bad art looks like!

I was thinking the same thing and actually thought they should continue building it. It looks like a great game!

Re: How I failed to make a game: Raycasting on the GBA

#5
post #2

It's funny to me when people apologize for not being artists when they've produced actually nice looking art. It's like a host saying "excuse the mess" when entering their nearly immaculate home. I wish I had kept some of my game development experiments because then I could show you what actual bad art looks like!

I should have included a disclaimer -- I agree that textures and sprites are excellent, but they come from asset packs (for this same reason I cannot redistribute them in the source release). Only the crossbow placeholder is self-made.

I don't have any issue with paid asset packs, I would gladly build the entire game with third-party art, but there is only so much of it in the necessary style, resolution and quality.

Re: How I failed to make a game: Raycasting on the GBA

#7

As someone who has tried and failed at many points throughout the years at building a game I couldn't agree more with "Build a game, not a game engine" it's hard not to get sucked into the game engine black hole though.

Its depends what you like. Usually programmers focus more on game engine part, while designers on the other. And thats why is hard to make game solo :)

Galaxial developer fall into that hole too. Too bad, because alphas looks absolutly super great.

Re: How I failed to make a game: Raycasting on the GBA

#9
Shockingly enough it is actually possible to do decent ray casting and much more on the GBA despite the incredibly minimal compute budget.

Joshua Barretto has been working on a GBA port of Super Mario 64 with entire 3D levels, characters, and movements. In my opinion just incredible work:

https://youtu.be/9mUsgJ-HiDM

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