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kid marscat

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A member registered Sep 14, 2014 · View creator page →

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(2 edits)

I made thousands of dollars using Aseprite, but also using mspaint.exe from WinXP, and I ain't giving credit for my artistic prowess to either, and neither should you. Now imagine how much "value" you would've kept if you had just downloaded LibreSprite instead. I got Aseprite free, so this was never my problem. But you'd hope the "Overwhelmingly Positive" userbase would expect more than a handful updates a year, missing/abandoned features, and an atrocious, barely documented API. But if you're happy working like that, that's your prerogative.

As for aseSlab, I made it exactly to avoid MagicaVoxel's clunkiness and closed-source limitations. Most of the "features" in MV are irrelevant to my project, which is just a live voxel previs, all I said it would be. I think being able to export a PNG that can be read with any program (including MV) is better than dealing with proprietary formats, or time-wasting importing/exporting workflows built around ancient 3D model formats. But again, if you think MagicaVoxel is good enough for you, that's your prerogative as well. Me, I wanted something else, so I developed something else myself.

If anything, I'm only "pissed" at Aseprite's GraphicsContext for lacking GPU acceleration, which hurt my script's performance and forced me to find every optimization to make it work AROUND Aseprite's limitations. Now that my script is officially Unlicensed, it's no longer my problem, but voxel visualization, and any other advanced non-2D rendering for Aseprite, will not improve or perhaps even happen unless they fix/improve this issue, and many other issues, starting with the API and its documentation. You may not care, but I do, and I think the Aseprite userbase should care too, if they want Aseprite to do anything but be a basic pixel art editor stuck in the 2010s.

But of course, you're lucky to not have anything to complain about to the Aseprite developers (so far). Instead, you're complaining to me, in the comment section of a script you probably don't even use. I hope they send you a marketable plushie for defending the commercial product otherwise all that "value" is going out the window for you.

Edit: I've had my fun, but the user has been banned to protect the thread from spam, angry rants and personal attacks; but also to protect the user from themselves. I've trimmed the thread to the original four replies, as I hope they contained the only remotely valid discussion on the matter, off-topic as it was from the beginning. Better to end it cleanly for everyone's sake.

Used it enough to report bugs then wait a long time for the devs to do nothing until some random user fixed it for them. How's the palette cycling feature going btw? Does the API still expose a palette array that is used by no feature in the program after almost a decade? Does the workspace layout allow for more than moving the same four panels left or right? Does selecting tiles and a palette range allow for doing anything at all yet, without user scripts? Is the brush system still a broken disjointed mess compared to Photoshop from 15 years ago? Does Aseprite have any of the basic features Deluxe Paint had 20 years ago? What about Multi Paint System for the PC98? How far would you go to defend a 20 dollar purchase?

Yeah, it says exactly that on the front page in bold, italic letters. This script was written like months before they added that. It also says that on the front page, in bold, italic letters.

What for?

There it goes, thank you for letting me know!

That's absolutely correct, fixing this now.

I only ever wanted to do this for the Windows 3.1 cards from the Microsoft version.

That's gotta be a back-end problem with eduke32, or a problem with your configuration that is entirely unrelated to my mod, which is really just some basic CON scripting that doesn't even touch the internal components of the game e.g. it uses the basic "ifhitspace" statement to check for player input.

Contact eduke32 support.

Sorry fam. I don't use Raze, and this mod has still less than 400 downloads so it's not worth the time investment either. If someone else knows how to make mods for that source port, the code and assets still are in the public domain so they are free to port the mod as they wish!

I'm as surprised as anyone else, really :P

Whatever's on that make.bat file, that's what I did.

As the source indicates, I used g++ (i.e. gcc).

thanks for sharing! if you ever make a landing page for the download, let me know since I'd rather not link some Google Drive file that might become a dead link in the future.

also, this is just a recommendation, but I think it'd be less confusing to people if the two mods had different names — wouldn't want people to believe "Save the Babes 2.0" is an update of "Save the Babes 1.0" when it's rather a fork instead. but that's just a suggestion, do what you wish!

The license literally is an Unlicense so do whatever you wish! Also, thank you for doing this! Maybe if you want reply with your version so I can link it on the page itself, if you'd like!

Sorry bud. I have no experience using Rednukem, and I don't see myself having the time to install it just so I can port a mod with less than 200 downloads. I'm sure there must be some modders out there with more experience with that source port, that might be more willing and able to do such a thing. The code and assets from this mod are already in the public domain so they can reuse them as they wish!

I've just uploaded a version that does exactly that — it's the file savebabes10ppe.zip. I haven't tested it though so let me know if it works!

Glad to help :D

Since the application is barely a thing, there's very little that could be wrong with it. However, if your system is not compatible with 64bit applications, that could explain the error. That's my only theory.

I'm working on Aseprite v1.3-beta6-x64 and it works just fine—I actually use it constantly while making pixel art so I would have found a bug by now, I'm sure. I'll need more information about this if there's anything actually wrong with it. Please let me know if you can.

Hello! The Early Access Club version is already out on itch.io (DRM-free) and on Steam so it can be purchased now,  and you can play the Act I and II of the game. Act III is coming later on this year, and Act IV (that is, the "final" or "complete" version of the game) will be released a time after that, when it's done. Naturally, purchasing a copy of the game right now on either store will grant you access to all future versions of the game for no additional cost. Let us know if you have any more questions!

well, just glad other people can still find use for it, i personally rarely use it anymore :P in any case, thank you for your comment!

Whoa, thanks! :D

Hey! Lead designer for the game here! I'd call Retroshooti the "anti-Gradius" in that we were purposedly trying to break the rules of that kind of shmup gameplay design; we did get some ideas from Parodius though, and our favorite shmups like Terra Cresta, Star Soldier, Xevious, Recca, etc. Even then, it was always the idea to subvert shmups rather than imitate them!