Game
Terry's Treasure Trouble!
3 years ago

Five worlds down, three (...two?) to go.

Up next: Volcanic Canyon.

That HDMA effect I showed off a few tutorials ago will be useful to emphasize the heat for the BGs.




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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.

What's taking me so long? Designing assets for the volcano level. Also, allergies.

Boom boom acka-lacka-lacka boom, boom boom acka-lacka boom boom.

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.

...well... This is awkward.

Yes, I CAN make an animated background within a matte, with a shifting color palette. However, I realize this doesn't look like lava, no matter which way you shake it.

...the effect's cool, though.

Three reasons to be going after the treasure:

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.

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...

Still working on it.

There's definitely treasure around here, but it'll still take a while 'til we reach it.

Robots fresh off the assembly line from the prosthetics factory.

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

If you've had your fill of games where you play as elephants and blue hedgehogs, this might be for you.

...and I haven't advertised this the best, but it's coming.