I backed on Kickstarter and they have now delivered! From playing through the tutorial level on my Steam Deck via RetroArch, the game runs fine and it's clearly somebody's passion project who really loves Metroid style games with a lot of thought and effort put behind it. I like how there's even little touches like some character dialogue (but not too much) with some simple vocalization sounds that are different for each character.
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I have been working very hard on another remake of the Wolfenstein 3-D engine, this time not only with the shareware but also with support for commercial Wolfenstein 3-D, Spear of Destiny, the Nocturnal Missions and even Super 3D Noah's Ark. Plus mods of all of the above. As a native Quest app AND for PC.
I started it in August 2019 and I expect it to be finished sometime this year. (in 2021)
LibGDX seems to be very bad at this. Look what happens when you try to use ShapeRenderer with a low resolution FitViewport:
I was thinking of looking at trying to force it to use Bresenham's line algorithm to draw lines in this but then I discovered this happening:
What the hell is this!? commit that shows this problem is here
It had padding, but the padding was white. Apparently each tile needs to have padding of the same color as the pixel next to it. That seems a completely backwards way to deal with this -- isn't this simply a bug in libGDX that shouldn't occur?
Anyway, I wasn't using a TiledMap but I am planning to implement that soon