@AlejandroDaJ javaScript. I'm not going the dark route that is Java. I'm still using another C++ engine, but I'm not nearly as fast
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Replying to @DaveVoyles
@DaveVoyles I'm really hurting from those eight lost months :P2 replies 0 retweets 0 likes -
Replying to @AlejandroDaJ
@AlejandroDaJ@DaveVoyles Are you finally porting Cute Things to mobile? XBone didn't just kill the mobile market :)1 reply 0 retweets 0 likes -
Replying to @KrisWD40
@KrisWD40@DaveVoyles Are you saying that to drive me crazy? Because you're driving me crazy.2 replies 0 retweets 0 likes -
Replying to @AlejandroDaJ
@KrisWD40@DaveVoyles Ironically, the easiest part of porting CTDV to Unity would be the actual SpriteBatch drawing. Crazy easy to port.1 reply 0 retweets 0 likes -
Replying to @AlejandroDaJ
@KrisWD40@DaveVoyles It's everything else that's a fucking mess. Mobile controls, mobile UI, nix the level editor, etc etc etc3 replies 0 retweets 0 likes -
Replying to @AlejandroDaJ
@AlejandroDaJ@KrisWD40@DaveVoyles Maybe you could outsource the porting...1 reply 0 retweets 0 likes -
Replying to @ElementCy
@ElementCy@KrisWD40@DaveVoyles It's not just the mechanics. I'd have to make whole new levels.3 replies 0 retweets 0 likes -
Replying to @AlejandroDaJ
@ElementCy@KrisWD40@DaveVoyles And the whole "locked on one X axis" flicking mechanic from the 360/PC version wouldn't fly.2 replies 0 retweets 0 likes -
Replying to @AlejandroDaJ
@AlejandroDaJ@ElementCy@KrisWD40 You could hold, draw a trace across the screen using that angle, and if it hits a critter, lock. Right?2 replies 0 retweets 0 likes
@AlejandroDaJ @ElementCy @KrisWD40 ie - I hold and pull down and left, the line trace goes up and right
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