THE MAKING OF SPACE MOTH DX
All the backgrounds were designed, drawn and coloured before being put into the game engine. We then found they were too large to scroll smoothly on older graphics cards, and needed to be broken into tiles. A system for breaking them into tiles, as well as loading, unloading and scrolling the tiles was coded. After all this the backgrounds were desaturated slightly to avoid colour clash with bullets and enemies.
We would meet in a coffee shop with the game on a laptop, work on one stage at a time until we had something playable, then progress onto the next stage until we could play through every stage back-to-back. Then we would go to the beginning and refine each stage in order, polishing it more and more each time.
All the graphics were done in Photoshop using a Bamboo Tablet, and everything was made at a resolution of 320x240 then doubled in size before being added to the game. All the music was done in GarageBand on an iPad, with a few overdubs using the Solina String Emu. The original game was coded in Flash using AS3, then moved to Stencyl and finally GameMaker: Studio using GML.