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If you were forced at gunpoint to make a Pyoro fangame, what would be your idea?
I made one for a game jam (one I also hosted) for a long time ago! It was never finished but it was a thing.
What’s the best advice you can give for someone making a platformer since I’m recently getting started to do demo releases and I’m not sure on how the best way to promote it as well
What games are you planning on making next ?
Right now I'm actively working on that Operius mobile port, Dormiveglia, and a unannounced 3D platformer. The last one is in preproduction stage still so it's got a long time until we get to a point we can showcase stuff.
But I think my next release is that enhanced Operius port. I think I'll call it Operius DX or something.
Birds n beans or Pyoro
Games you're looking forward to?
Have you tried the Godot engine
Briefly! I found the interface somewhat confusing initially, and didn't really like GDscript as a language. Im just not a fan of indentation based syntax and on top of that it's dynamically typed 🤮
I know we can use C# but last time I tried it I couldn't get code completion working.
Maybe I should give 4.0 a shot?
Who better
MTV 90’a shows or Adult Swim shows
Is emulation illegal to you?
Nope. Emulation is 100% legal. Piracy is not.
That's from a legal perspective though. Morally speaking It's a bit more complicated I'd say. I wouldn't have any issues with someone downloading a ROM file of Balloon Fight for the NES, but if you're the type of person to download Switch ROMs of recent indie games to play them on emulators then you're on my shitlist.
do you enjoy being a mfgg mod
Should I be honest?
Moderating a community is a thankless and sometimes extremely exhausting job that does not pay, so no.
I do enjoy holding events and whatnot though, especially game jams, and I love seeing the stuff people in the community come up with.
Not to mention that if my help in running the community is going to help more people the same way getting into fangame development helped me then it's definitely worth it regardless of if I find it enjoyable or not.
I wish I could find more time to dedicate to MFGG specifically these days though. I've been neglecting you guys a lot...
um do u hav games on ur phone
If Super Mario was real, would you still respect him despite his powers being like a warmonger in our world with stomping people to death or using fire flowers like napalm and the like
Thoughts on Happy Wheels 2 in development?
Hi Mors!
My question is: how was the process of making SM64Plus? How hard was it to make the more outlandish features? Do you plan to make another update one day? I've been wanting to try and mod the PC Port but i've been too intimidated to try.
Cheers!
-Netduardo from Twitter.com
It wasn't super hard but it was rather time consuming. Apart from a select few, the features individually were not very complicated to add. I gave myself a restriction of not adding any real extra assets just so the scope doesn't get out of hand for example. But since there are so many settings, they all took a long time to properly implement and test.
If you want to get into modding the PC port I'll say that some previous familiarity with C and C-like languages would really help if you want to add more than just maps and models. Once you know what you're doing, doing simple changes is not hard at all. Even adding new enemies and whatnot shouldn't be a super difficult side from a purely programming perspective.
That being said, difficulty is a relative thing. When I say it wasn't hard, I'm mostly comparing it to my other projects like Operius and Flashback. To someone who's not as experienced at programming, it might be a bit confusing or even intimidating.
As for updates, I'm planning to release an update to fix the remaining issues but I'm mostly done with it otherwise. I'm not adding any more new content, that's for sure.
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