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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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.

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

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.

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.

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 made an up-to-date trailer for Terry's Treasure Trouble!

You know, in case it wasn't clear what kind of game this is.

Three reasons to be going after the treasure:

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.

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...

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.