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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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.

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.

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.

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.

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.

...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.

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.

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.

Three reasons to be going after the treasure:

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.