Author Topic: RT2A on SGX  (Read 2012 times)

shubibiman

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Re: RT2A on SGX
« Reply #45 on: May 25, 2017, 11:11:08 PM »
It's not a problme as back in the time, developers could access to an SFX library. There's nothing wrong with picking sfx from existing games :)
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touko

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Re: RT2A on SGX
« Reply #46 on: May 26, 2017, 06:35:39 AM »
It's not a problme as back in the time, developers could access to an SFX library. There's nothing wrong with picking sfx from existing games :)
thanks shubi for this information, i was a bit (morally speaking) embarrassed to rip some sfx from other games .

SmokeMonster

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Re: RT2A on SGX
« Reply #47 on: May 28, 2017, 09:54:13 AM »
But i started a shmup :

Oh, wow! That looks incredible. I'm happy to live in a world where there could be a new SFX shooter released one day.

touko

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Re: RT2A on SGX
« Reply #48 on: May 28, 2017, 09:50:22 PM »
Thanks, i must redoing the pods rotation because it is not really rounded,and i want to  add a shield effect .
« Last Edit: May 29, 2017, 05:18:26 AM by touko »

esteban

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Re: RT2A on SGX
« Reply #49 on: May 29, 2017, 02:38:57 AM »
Thanks, i must redoing the pods rotation to be a little bit because it is not really rounded,and i want to  add a shield effect .

I want MOAR of the music. I love how it starts PSG and then goes FULLMUSICMODEDELUXE.

MOAR music.

Thank you in advance.

:)
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touko

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Re: RT2A on SGX
« Reply #50 on: May 29, 2017, 05:19:31 AM »
Quote
MOAR music.
Some(like 3/4) are already done too  :wink:

I also have to migrate my current code which is too old now, to my last devkit,and have to redone some parts.
« Last Edit: May 29, 2017, 05:24:56 AM by touko »