
Next up
Coming soon to another update.
Lemme get some work done with it first, then we'll talk.
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.
Part of the expansion involves a cute little fight right here. ...in space for no apparent reason.
...too bad it won't be as epic as the final boss, but still...
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.
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.
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.
Just a reminder. It's coming on the 16th, assuming nothing goes wrong.
The next update may be full of bugs.
...moths, mostly.
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.
I realize some players just want to play the game and see the story, while others may actually want to use those revival items, so here's a little compromise for you all.
Also, yes, I NEED to put on that "Pro" flag everywhere.











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