
For the past few months, I've been dabbling with watercolors.
I'm not going to explain this.
Next up
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.
Robots fresh off the assembly line from the prosthetics factory.
I call the ones that crawl "Gwendy", after the dolls from Small Soldiers.
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.
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.
I might have gone too far in a few places, and not enough in others.
When low on health, you'll now enter Peril Mode, a new mechanic which allows comebacks against very strong foes. Will have further potential with the Rings system💍
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...













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