Repeated intro
Hey everyone! Long time no see. If you haven't heard the news via my other platforms, I've recently just announced my next game that should be landing sometime in 2027 if all goes according to plan: No Walls In Heaven, a first-person exploration platformer and shooter that combines the massive artifical citysapes of Nihei's Blame! with the innovation and forward thinking gameplay philosophy of games like Valve's half-life series. You can check out the game here: View on Steam
What changed
0 fixes1 addition2 changes0 removals
changedHey everyone! Long time no see. If you haven't heard the news via my other platforms, I've recently just announced my next game that should be landing sometime in 2027 if all goes according to plan: No Walls In Heaven, a first-person exploration platformer and shooter that combines the massive artifical citysapes of Nihei's Blame! with the innovation and forward thinking gameplay philosophy of games like Valve's half-life series. You can check out the game here: View on Steam
addedSpeaking of REDSHOT's development, a lot of you may wonder what happened to the final planned DLC I had for REDSHOT. Well, I still have it planned, technically, though I wouldn't expect it any time soon. This gets into the reason why I've stopped updating REDSHOT since early 2024 or so: My GameMaker install broke and I literally could not update the game without pirating a copy of the engine. Because of the Opera buyout, they changed their login system, locking me out of the version of gamemaker I had paid for and instead forcing me to update to a more recent version of the app, which broke a lot of things and added a ton of new bugs. I managed to squeeze out one final update via a pirated copy, but I didn't want to rely on that for updating the game long-term, so I started on the process of porting to the new version, fixing all the new bugs it introduced and everything.
changedThat's where I stopped. I just got tired of fixing bugs and constantly trying to keep my head above water fighting the engine. It just got too cumbersome, and the engine isn't really meant for big projects like this. I made the switch to Unity and despite the fiasco with the runtime fee business, I haven't looked back. I still think GameMaker is a great engine, especially for beginners who want to make 2d games, but I had overstayed my welcome regarding using the engine myself. So will I make that DLC? I'd say likely, though not until after NWIH is released, and even then possibly not. It depends on how badly I feel like going back to work on REDSHOT. I have a pretty functional version of REDSHOT running on the updated engine base, so If there is a desire for that I can upload it on a seperate branch. I'm not sure how stable the current build is, it may be an improvement or a downgrade, I don't know. Thank you everyone for you patience and for playing REDSHOT. I hope you enjoyed it, and here's to more games to come! I greatly appreciate all of you, thank you so much.
REDSHOT changes
changedHey everyone! Long time no see. If you haven't heard the news via my other platforms, I've recently just announced my next game that should be landing sometime in 2027 if all goes according to plan: No Walls In Heaven, a first-person exploration platformer and shooter that combines the massive artifical citysapes of Nihei's Blame! with the innovation and forward thinking gameplay philosophy of games like Valve's half-life series. You can check out the game here: View on Steam
addedSpeaking of REDSHOT's development, a lot of you may wonder what happened to the final planned DLC I had for REDSHOT. Well, I still have it planned, technically, though I wouldn't expect it any time soon. This gets into the reason why I've stopped updating REDSHOT since early 2024 or so: My GameMaker install broke and I literally could not update the game without pirating a copy of the engine. Because of the Opera buyout, they changed their login system, locking me out of the version of gamemaker I had paid for and instead forcing me to update to a more recent version of the app, which broke a lot of things and added a ton of new bugs. I managed to squeeze out one final update via a pirated copy, but I didn't want to rely on that for updating the game long-term, so I started on the process of porting to the new version, fixing all the new bugs it introduced and everything.
changedThat's where I stopped. I just got tired of fixing bugs and constantly trying to keep my head above water fighting the engine. It just got too cumbersome, and the engine isn't really meant for big projects like this. I made the switch to Unity and despite the fiasco with the runtime fee business, I haven't looked back. I still think GameMaker is a great engine, especially for beginners who want to make 2d games, but I had overstayed my welcome regarding using the engine myself. So will I make that DLC? I'd say likely, though not until after NWIH is released, and even then possibly not. It depends on how badly I feel like going back to work on REDSHOT. I have a pretty functional version of REDSHOT running on the updated engine base, so If there is a desire for that I can upload it on a seperate branch. I'm not sure how stable the current build is, it may be an improvement or a downgrade, I don't know. Thank you everyone for you patience and for playing REDSHOT. I hope you enjoyed it, and here's to more games to come! I greatly appreciate all of you, thank you so much.
I'm currently in the middle of development, so still a ways to go yet, but it's all coming together very nicely so far, and quite frankly I'm shocked at how smoothly development is going compared to the hellish process of REDSHOT's development (which no doubt many of you have noticed via the plethora of random bugs present in that game, especially on release).
Speaking of REDSHOT's development, a lot of you may wonder what happened to the final planned DLC I had for REDSHOT. Well, I still have it planned, technically, though I wouldn't expect it any time soon. This gets into the reason why I've stopped updating REDSHOT since early 2024 or so: My GameMaker install broke and I literally could not update the game without pirating a copy of the engine. Because of the Opera buyout, they changed their login system, locking me out of the version of gamemaker I had paid for and instead forcing me to update to a more recent version of the app, which broke a lot of things and added a ton of new bugs. I managed to squeeze out one final update via a pirated copy, but I didn't want to rely on that for updating the game long-term, so I started on the process of porting to the new version, fixing all the new bugs it introduced and everything.
That's where I stopped. I just got tired of fixing bugs and constantly trying to keep my head above water fighting the engine. It just got too cumbersome, and the engine isn't really meant for big projects like this. I made the switch to Unity and despite the fiasco with the runtime fee business, I haven't looked back. I still think GameMaker is a great engine, especially for beginners who want to make 2d games, but I had overstayed my welcome regarding using the engine myself. So will I make that DLC? I'd say likely, though not until after NWIH is released, and even then possibly not. It depends on how badly I feel like going back to work on REDSHOT. I have a pretty functional version of REDSHOT running on the updated engine base, so If there is a desire for that I can upload it on a seperate branch. I'm not sure how stable the current build is, it may be an improvement or a downgrade, I don't know. Thank you everyone for you patience and for playing REDSHOT. I hope you enjoyed it, and here's to more games to come! I greatly appreciate all of you, thank you so much.