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I'm not sure if this question is appropriate for this site, but I'll give you my take. First, kudos on making your game! I am all for doing stuff yourself if you can't find anybody else to do it. You are certainly going for the pixel art retro look, and that is pretty cool. Make your game in the way you like it the most, and take people's advice just as ...


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Actually the author of Ink wrote a blog post explaining just that ! He is using Game Maker "surfaces" which are I think the equivalent of Framebufer Objects with color texture attachments in OpenGL.


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You could try putpixel (void putpixel(int x, int y, int color)) Although I'm not really sure that's going to be fast enough. You're using <graphics.h> which is a very old library designed for when many computers were running DOS and had resolutions like 320x200 - a quarter of your target. On Windows it would be using GDI under the hood, not exactly ...


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I think you don't have to make it full screen on all devices. Nowadays most of the modern devices uses 1920x1080 ratio. So making game run on that ratio will make it run full screen more than half of the devices. And in other devices you can scale your image until one of dimensions match and center it on screen. This way there will be empty places around ...


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You have a very specific audience? That's great, because it means that your advertisement is easy to target. Go to where your target demographic is. Find out what communication channels they use, and pitch your game there. But tread lightly: Communities are allergic to people who are obviously only there to promote a product, so make sure your ...


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Some ideas: You could ignore the issue, and do what you're currently doing. Assuming those texture and shader comparisons are to OpenGL IDs (which are just integers), it's unlikely those checks are going to create a huge performance bottleneck. Comparison of integer values on modern CPUs is rather fast. Unless your profiler has told you this is currently a ...



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