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The Forestale - OUT NOW! Buy on Steam
Posted: Thu Apr 11, 2019 2:16 pm
by Korshun
Re: The Forestale - OUT NOW! Buy on Steam
Posted: Thu Apr 11, 2019 2:45 pm
by Rachael
Korshun wrote:How do I insert a nice transparent logo? It loses the alpha channel when embedded on zdoom.org!
You will have to enable the use of the [img] tag. More info can be found
here.
If you use imgur as a host, you'll have to look for its "embed" feature, or change the image link to https://i.imgur.com/[image-id].png.
Re: The Forestale - OUT NOW! Buy on Steam
Posted: Sat May 30, 2020 1:17 pm
by ModernAeon
I'm curious how the Forestale creator came to use GZDOOM for this kind of platformer. I've done some simple personal DOOM 2 weapons customization, hope to do a full TC game in time, but hadn't thought about a 2D platformer on this engine being a possibility. I've released games on Steam and Itch that are 2D using Unity, which I've since moved away from because I end up spending too much time reinventing the wheel with my poor C# scripting. I imagine to use an engine like GZDOOM as the base of a 2D Platformer probably necessitates more scripting than a standard 3D GZDOOM entry, but maybe I'm wrong. I'm mostly just curious to hear more from devs that use GZDoom, especially with commercial deploys, as to whether they have touched things like Unreal 4 or Unity or even Pygame, Phaser, etc. And if so, how these types of kitchen sink engines compare with using GZDoom. What's harder. What's easier. ETC.