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Thank you for following my page! Feedback really means alot to me, as it allows me to know what to implement and what to NOT implement (It's also my very first time getting actual feedback, so excuse me if i'm doing something wrong by replying like this)


Speaking of which, i have now made a new devlog regarding the new V2.0 Build, and i think you'll enjoy it!

I was supposed to post it tomorrow, but i got a little ahead of myself, since i finished coding everything yesterday...Hopefully i will learn how to schedule stuff better (...probably)

Sorry for the late reply; I was away from home, but just checked out the Linux version and read the Devlog.

Cool stuff, very impressed by the size and lack of external dependencies. What are your external includes/libraries?

Two suggestions that I have:
I noticed that the window has both the enlarge and scale options available, but the engine doesn't resize to the new size. The window API you're using should have some sort of flags or functions to disable these options, or you should be able to grab the current window size through an API function, but either way; learning those flags or functions will just give you a little more control for the engine.

I also noticed that one of the maps contains a slope and through Debug mode; I saw that it was created with multiple tiles. It works, but I figure that adding sloped tiles would stop over-draw and be more efficient. You could even allow sliding based off the normal of the slope. I remember THIS article helped me a lot when I was making an AABB vs AABB platformer in the past.  Lots of good stuff that's easy to implement in that article.

I'll definitely keep an eye on the project. I'm a big fan of people coding their own engines :D

I appreciate the fact that my engine is being seen, it genuinely makes me happy to see stuff like this happen to me!

> What are your external includes/libraries?


In the Windows build, all that is being used is "windows.h" and "gl/gl.h" in the source code, as well as "winmm.h" to get a more stable FPS, while in the Linux build it uses a number of X11 libraries (X11/Xlib.h; X11/Xutil.h) for the window to be created, as well as "GL/gl.h" and "GL/glx.h", as well as "time.h" to limit the FPS, for the most part, all of these libraries seem to do the job well, and they don't seem to bloat the file size all too much;


> I noticed that the window has both the enlarge and scale options available, but the engine doesn't resize to the new size.

dang...i knew i missed something, I'll make sure to fix that in the next update (Assuming this was on the Linux Build, since in the windows build the resize button was deactivated);


> I also noticed that one of the maps contains a slope and through Debug mode; I saw that it was created with multiple tiles. It works, but I figure that adding sloped tiles would stop over-draw and be more efficient.

this was mostly me just goofing around, although the article looks extremely helpful in my case here, i'll make sure to read into it (I also need to mention that building these levels were a little hard to say the least, i might make an Editor tool for myself, which should allow me to build levels MUCH longer than what i was originally making, let me know if you want this tool to be third-party)