Thanks for your response. I know pico-8, but I find it to limited. I use 320 x 256 pixel for my game resolution (Amiga like, 4:3 ratio), but I don´t limit myself with the color depth (the Amiga ECS series had 32 colors at maximum), same for the audio stuff. I like the BlitzMAX programming language. Some people are the opinion it´s too old, but it´s a very nice programming language with object oriented features. I like to have the control at my programming. Some little OOP feature helps to make things easier:) Aseprite is a very cool graphics program, I like it very much. Happy coding, pixeling and music composing. cheers !!!!
Recent community posts
Hi! I started yesterday with my game for the first game jam. It´s my first game jam:) I hope that I finish some playable and enjoyable stuff in less than a week. I planned to make a game in LUA with Love2D, but I rejected the thought again. I use BlitzMAX for my programming, ASEPRITE for the graphics and Renoise to compose the music and record some sound-effects. I love the old amiga games and I want to make a breakout game in that style. I started programming on the amiga home computer and it´s my passion in my sparetime nowadays. So lets have fun .... My progress in one day: basic game logic, a useable built-in leveleditor, some graphics done.
Hi rcbasicfans, I added a new project to my itch account with the BlitzMAX source code of my TILED-MapEditor TMX-Loader. It´s a simple approach and need some further additions. But the basics are working fine. I wrote this class for my puzzle game project. Greetings AXGS P.S. rare comments in the source code are in german, because my native language is german.
Really great tool for editing tile maps. I work on my current project and I use TILED for creating my level maps (3 tile layers and 1 object layer). Very intuitive user interface, pure fun to design tiled based levels. This editor should be the 1st choice! I wrote a my own TMX-file loader in BLITZMAX for loading and rendering tile maps.