Zoom can be mapped to ctrl+wheel like in every sane software.
Dariusz "Darkhog" G. Jagielski
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In theory you could develop games with mobile version of TIC-80 (a fantasy console), but it's a pain (I've tried when my computer broke few years back and was left with nothing). Other than that, I don't know of any good gamedev environments for Android, sorry.
You really should get a cheap laptop that's modern enough to run Windows 10 and has basic dedicated GPU. When my computer broke after few months of saving I got an used Asus ux32vd (was cheap, though about 10 years old at the time) with an i5 and GTX660M. Not very good for gaming, but good enough to develop some games on, at least simple ones.
I am a webcomic artist as well as a game dev and for a while I've wanted to make a playable webcomic as a HTML5 game. Can't really host it on my webcomic site, because I am using a premade webcomic site which doesn't allow html/js uploads, BUT the webcomic site allows of specifying some HTML code to embed stuff (think iframe) instead of a direct comic upload.
So what I was thinking was to host a hidden game HTML5 on itchio and make it playable by embedding it on my comic's site. Is it possible?
Unless I can't see it, there's no way to change volume for specific instrument track? If so, this is really limiting as I've found that some instruments I want to use for the main melody are too quiet in comparison to ones I want to use as the bassline. And ability to set the volume for each instrument track (and the drum tracks!) would be nice.
Tilemap rendering and camera support without having to write your own (unless you need fancy stuff like split screen). Basically, a function that would offset all drawing operations (unless you set a bool to ignore the camera when passing an array to e.g. handle the HUD) by certain x/y.
Also, unless it's already there, a top-left coordinate system. Many new devs may come from engines/framework that use it such as various "fantasy consoles" such as PICO8 or TIC80. Bottom-left or center coordinate system may confuse them a lot.
//edit: Also, could we get SVG sprites so they won't pixelate or blur no matter how much we zoom in?
//edit: Another one: A ready to go IDE, possibly Eclipse-based would be nice so you don't have to use several different tools to get what you need. Also, it would allow for stuff like auto completion (a.k.a. intellisense) to be possible (no more typos, yay!)
I know and that's why a Lazarus component (Lazarus is open-source Delphi-like IDE, basically) should be made first, then maybe add one for Delphi so nobody is forced to do anything (if they prefer Delphi and have license they can use it, if they don't like delphi or can't afford it, they can use Lazarus). I'm actually on PGD and I'll ask about it.
They're stuck at library version 1.11 (if the comment is to be believed) so update would be nice. Pascal isn't as bad as you think. Also, perhaps a Lazarus/Delphi component to render a TilEngine scene would be good. And docs, even if generated with pasdoc.
//edit: Also add Pascal examples.
What sort of limited feature set are we talking about? Anything that deals with palettes is a fair game, I guess since you can't do palette swaps/shifts with ARGB or even RGB images (other than doing graphical equivalent of search and replace I guess, but it's less performant and unneeded).
Also what visibility checks are you doing? If you are doing these to avoid overdraw, you can safely disable those I guess as modern devices are performant enough to handle overdraw in 2D space.
Perhaps if you'd write more about what algorithms stand in the way we could figure ways to change the algorithms involved so they'd work with 32bit images (other than palette shifts, since they'd be too cumbersome to do with 32bit images and should be limited to 8bit assets).
I'd like support for 32bit images. There are some limitations when using 32bit images, such as not being able to play with palette, but many of raster effects could be achieved even with 32bit images as they depend on changing stuff like scroll value and image scale on each scanline, not playing with palette. I believe having support for 32bit images would make the engine more versatile even if some of the features, like palette shifting would be limited to 8bit assets.