![]() ![]() Obviously changing engines now is not an option. ![]() Like I said, I only asked because I was curious. And I would imagine that creating your own engine and implementing such a feature wouldn't take all that long and you could even end up saving time in the end because of time saved iterating on the feel of the gameplay. Engines like Unity let you do these things while you're playing. ![]() ![]() You have to exit the game, save & compile the project and restart the game. From watching your stream it seems like it takes you 30 seconds or more just to change a value. This is the exact same way I develop, but I would image that when you develop like that the key thing you want to speed up is the iteration process. I read an interview with you where you said that iterating on a specific feature and playing your own game a lot was key to nailing the feel of a game. I'm inexperienced with GameMaker so I can't claim that such issues stem from the engine, but other GameMaker games I've played like Hotline Miami and Risk of Rain also have similar issues, especially regarding performance.īut my biggest issue comes not from playing the game, but from watching your development stream on twitch. I have to restart the game for even the smallest change to the settings to take effect, it slows down to a crawl when big explosions go off or when you reach the later difficulties. You guys have made a number of great games and I think Nuclear Throne is fantastic it's just that I feel like there's many issues in the game that I believe are related to GameMaker. and in term be more attractive for buyers if the engine was more robust. These issues may not affect the game in its current form that much, but I feel like it could have much more potential in terms of features, modding etc. I feel like there's many issues with GameMaker that other engines don't have. I realize this may come off as a bit pretentious, but I'm honestly curious. ![]()
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