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+ | ====== Poor performance? | ||
+ | Due to shenanigans under the hood on how Game Maker (Studio) used to work, all of my older projects (pre GMS2 basically) //might// run like hot garbage on updated Windows 10/11 systems. Fortunately, | ||
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+ | https:// | ||
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+ | ---- | ||
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====== Grave ====== | ====== Grave ====== | ||
- | Where dying projects get put down for good. For some reason or another, it's not always meant to be. Unlike entities made of flesh, these can be interacted with on the same state they were last compiled in. Then again, things are put down intentionally | + | Where dying projects get put down for good. For some reason or another, it's not always meant to be. Unlike entities made of flesh, these can be interacted with on the same state they were last compiled in. Then again, things are cast away deliberately |
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+ | ===== Nuclear Moss ===== | ||
+ | //January 2019// | ||
+ | Fast-paced, frantic action meets limited player agency scope, where there really isn't much to be done asides from kiting hordes of enemies and wait for cool downs (// | ||
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+ | https:// | ||
+ | https:// | ||
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+ | ---- | ||
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+ | ===== project: | ||
+ | //March 2017// | ||
+ | A weird combo of wanting to create a tight, momentum-based platforming-shooter-multiplayer extravaganza fueled by an infatuation of Duck Game and an obscure [[https:// | ||
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+ | https:// | ||
+ | https:// |