I'd like to make something where you can draw pixels directly on the tilemap itself, and the editor makes the corresponding updates to the spritesheet.
Plus some logic to track tile connectivity.
#motc
I'd like to make something where you can draw pixels directly on the tilemap itself, and the editor makes the corresponding updates to the spritesheet.
Plus some logic to track tile connectivity.
#motc
I might use it to make a little tiled pixel art editor.
I might use it to make a little tiled pixel art editor.
(Perhaps went a bit overboard with the aseprite dithered gradient fill :-)
(Perhaps went a bit overboard with the aseprite dithered gradient fill :-)
I had to add a "setpitch" command to MotC to set the pitch of the looped engine sound effect without restarting it.
I think I'll stick with 320x240. It feels about right for this style of game.
I had to add a "setpitch" command to MotC to set the pitch of the looped engine sound effect without restarting it.
I think I'll stick with 320x240. It feels about right for this style of game.
Still deciding whether to target 320x240 or 640x480.
Still deciding whether to target 320x240 or 640x480.
I had to add support for clip regions to MotC - will release a new version soonish.
I think the approach will be to convert the game more-or-less as is, then look at enhancing the textures and any qol improvements.
I had to add support for clip regions to MotC - will release a new version soonish.
I think the approach will be to convert the game more-or-less as is, then look at enhancing the textures and any qol improvements.
A MotC port of Mot's Grand Prix?
A MotC port of Mot's Grand Prix?
I've realised that "Init DOOM refresh daemon" was the first PC performance benchmark.
I've realised that "Init DOOM refresh daemon" was the first PC performance benchmark.
Still works (in DosBox).
Still works (in DosBox).
(Albeit with a hole.)
(Albeit with a hole.)