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Holo the Drunk

4
Posts
A member registered May 12, 2020

Recent community posts

Unfortunately x32 architectures have (understandably) been considered "obsolete" for enough years now that people often completely forget about it.
More complex games will sometimes require features that simply cannot be easily (and automatically) converted  for x32 (especially if physics are involved; since game engines use SIMD optimizations behind the scenes, there has to be a complete API with feature-parity to the x64 native one, which will likely run much slower).

Well, I'll accept my 9/20! Cool concept.

Ah well, let's hope people are nice about it hrh

Does it count as 64x64 with the smooth subpixel animations?