Game
Rock Beyond Time

3 years ago

Coming soon to another update.

Lemme get some work done with it first, then we'll talk.




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A step-by-step process for bigger sprites.

GM Studio 1 works like Windows XP's Paint, but with nicer features. As such, even a lefty like me can learn to draw right-handed with a Line tool.

All this work to get punched in the face.

The only thing harder than animating a set of wheels is making it handle like a set of wheels.

...and making an infinite floor without resorting to the official 3D engine.

Part of the expansion involves a cute little fight right here. ...in space for no apparent reason.

...too bad it won't be as epic as the final boss, but still...

Here I am, still trying to push the limits. I'm pretty sure there's a shader for Mode 7 out there, but this is what I've been working with.

Also, because of limitations, red flashing floors generate force fields you can bump into.

This is the driving sequence in action.

I don't have any original music for that part, and I can imagine that passing-through-flags sound getting annoying after a while.

First off, you can't rotate a background with draw_background_tiled. However, you can draw anything on a BIG surface, and a surface can be rotated and doubled up.

So, the infinite floor uses a surface, and now it's not chugging so hard. Look at the FPS.

I realize some players just want to play the game and see the story, while others may actually want to use those revival items, so here's a little compromise for you all.

Also, yes, I NEED to put on that "Pro" flag everywhere.

A rather interesting thing I forgot about...

The best way to let everyone play with whatever controller they want is to let players test it out, reconfigure it, and let them test it again.

...it's a bit messy, since this is a game that should support two players.