Next up
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.
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.
I'm prepping up a build to show to people.
There are a lot of rudimentary Visual Novel-styled cutscenes throughout. This one's for the end, because the game's not finished yet.
Still working on it.
There's definitely treasure around here, but it'll still take a while 'til we reach it.
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.
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.
I've been working on some character portraits. Since I've got six out of eight levels, I might as well focus on story elements like this one.
Now I can't stop thinking about Tony Jay's voice in Time Bandits.
How did you expect a backpack to talk?
Three reasons to be going after the treasure:
...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.










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