2 years ago

Day 120.

I can trade the old world map for something smaller and manageable. After all, the world map's just a glorified Level Select screen, and we don't need the Color Castle.




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Trying to do that Infinite Floor thing (technically, it's a trick of the camera), and I think it chugs.

Makes sense, since it's drawing on one surface over and over for each scanline, then putting that on another surface, which puts that on-screen.

Hmm...

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.

So, what's the secret to drawing a car?

1. Just draw the car from profile, back, and possibly front.

2. Dig out any Hot Wheels product for reference.

3. Use the reference to figure out how to draw those in-between angles.

There are a lot of robot arms in a prosthetics factory. They flail about, so don't get too close, or they'll hurt you.

I might have gone too far in a few places, and not enough in others.

What kind of bad guys do you see at a prosthetics factory?

These Leg Gunners are part of the security system.

I could have a part where the factory builds robots for you to beat up, but they're gonna be humanoids. They'd probably be like skinless T-800s.

Robots fresh off the assembly line from the prosthetics factory.

I call the ones that crawl "Gwendy", after the dolls from Small Soldiers.

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.

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 background full of conveyor belts might make it a bit more factory-like, but it's still ominous.