Game
Terry's Treasure Trouble!
2 years ago

Four mainline levels to go.

Three bosses to go.

Six Special Stages to go.

One minigame to go, but that can be scrapped easily.

I don't want to stretch it too much, but this should give you an idea as to where I am with this.




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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...

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.

All this work to get punched in the face.

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.

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.

Still working on it.

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

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.

Almost there...

There's gonna be a second driving section without walls later.

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.