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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All this work to get punched in the face.

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.

Almost there...

There's gonna be a second driving section without walls later.

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.

Like I said before, draw_background_tiled_ext() can't do rotation. ...but if I'm not rotating, I can use it without consequence for an infinite floor.

I'm gonna work on a system for the road to constantly spawn objects as I move forward in a sequence.

Maybe this thing needs to be in a big jar.

I'm getting closer to my goal here.

All these rock piles are gonna loop indefinitely for now. My goal is to make the road widen, tighten, and move side-to-side with the walls.

...and replace the grassy floor with something more fruitcake-like.

Well, I got the brain in a jar, and finished making the level.

Now, what's that brain gonna do? I figure it'll electrify itself if you get into its personal space, and send out two robot minions after you, but still, what else?

How did you expect a backpack to talk?

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.