![]() ![]() So, trying to reproduce faithfully from scratch the level of polish achieved in the original game would be incredibly complex. ![]() Since the original source code of this engine is not available, we considered creating a remake of the game: extracting the graphs, sounds and maps from the project, and programming again the whole game for the Nintendo handheld.Īlthough it seemed easier at first thought, a detailed study of the game code revealed that, years of work polishing again and again the gameplay meant that every pixel of Cursed Castilla was placed with millimetric accuracy. The game is developed in GML, the programming language used in GameMaker. And to achieve that heroic deed, we had only two possible paths. Sadly, GameMaker does not support 3DS and - at the point in the lifetime of the console - we do not think it will ever do.Įven so, we decided that we really wanted to launch the game on 3DS, no matter what. On the other hand, accomplishing it would not be exactly straightforward.Ĭursed Castilla was developed with GameMaker, an ideal tool for creating 2D games that supports mobile, PC, Xbox One and PS4. It was obvious that a game created with such care would be a perfect fit for the Nintendo 3DS. When Abylight started working in Cursed Castilla (Maldita Castilla EX), the Nintendo handheld console was, without a doubt, the platform where we wanted the game to be played. ![]()
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