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4,418
3 years ago

Ever wondered what Roxy's looked like back when the 1st trailer came out?

Look at this prehistorical stuff, it's a 1 minute long gameplay video from around the end of 2017 of Pyro-Illusion!

Damn, we've gone a long way...


Just as a note: This is content from way before the 2nd trailer dropped (in 2019 which was already a major revamp), and is mainly about what was shown in the 1st trailer.

Now, enjoy some dev story:

I had just learnt about renaming alterable values, using flags, more advanced things, and had been using clickteam for about 4 months.

I didn't have windows and VMs were out of question. I couldn't really see the full potential of the game on my Macbook. So to test the speed of the game, I used a usb stick and put the exe on it, and ran it on the school's computers. I also remember that it was pretty much a yolo thing, when I started loading multiple frames/assets I was hoping it wouldn't crash. Sometimes it didn't, sometimes it did.

Note that this was pre-Clickteam 2.5+ so the memory management and speed was horrid, and even with insane optimizations I could barely make the "back then next-level" stuff, even with tons of optimization.

I think it was also just before I realized that there was a thing called shaders. I remember asking @IvanG something like "woah how do you make the images glitchy??" he told me about this displacement shader thing. Then @heavenly-roads showed me some more tricks, but that came later on.

I was super darn proud of this back then, and it managed to impress people as well! Now it looks like total dogshit. Even with the updated stuff (so pretty much trailer 1 stuff).

As for some planning info, once #crocoTaco is over, I'll need to model a couple of things, and then it's "main nights section" coding time Hopefully also being able to show new stuff?

Can you spot the differences from the gameplay demos here?

Well this was some random funfacts, enjoy!



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