Just to clarify here, im not in any way trying to hide the fact that i do indeed use nesmaker, I'm one of the more active speakers of the benefits of the tool,
but the fact is that my project does not in any way represent anything the tool can make anymore, and labeling it as such is simply deceiving.
Dimension Shift is in no part "a NESMAKER PRODUCTION" as it was labeled. the creators of nesmaker are in no way involved in making of the game.
it is written based on my early nesmaker demo by myself and FIX94 during the past 9 months using our preferred text editing tools (personally, i use nesmaker as a script manager, as i like to organize my assemblies using it.)
the gameplay screens are made using nesmaker's screenpainter, and cutscene screens, menu screens and everything else graphics related is made using shiru's screen tool.
we are using PB53 chr compression by Damian Yerrick, shiru's screenTool, GGSound, and text editing tools to make the game.
i refuse to allow anyone's elitism tell me that our project is somehow different from any other homebrew game degrading the year of programming effort put into it just because it uses a tool that is more recent than shiru's screen tool on the toolbox.
just like any normal homebrew game so far is not "a shiru's screentool production" or not every homebrew that uses GGSound is not "made by gradual games"
our game is not "a nesmaker production." it's simply "a homebrew nes game."
edit: for further clarification, you may seek out the 2019 PRGE nesmaker panel recording where Joe himself showcases dimension shift, emphasiszing how
things shown on it cannot be done using nesmaker.