Next up
Cleaned up the HUD for visibility.
The background is temporary. The tiles, we'll see. I can't say I like drawing elaborate backgrounds, despite my previous game's gratuitous use of scaling BG effects.
A brief preview of the gameplay. Nothing's final yet.
Heavy enemies take a bit more work to stun, much less defeat. The guy here takes four punches in a row to stun, or a powerful-enough shot. Regular bullets don't move him an inch.
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.
Kinda experimenting with the background here. It might come off as a big, flat painting, though.
Should I bring back that perspective BG thing from my previous game? Or give this another BG layer?
Still working on it.
There's definitely treasure around here, but it'll still take a while 'til we reach it.
Curse you, subpixel math and solid block interactions!
This is a common Game Maker problem when colliding into a corner in a lot of platform games. It thinks it's hitting a wall and the ground at the same time.
Edit: I think I've fixed it.
Meet the DemoBots.
They have only one function: Demolish stuff.
Of course, one wonders why they're human-sized and carry hammers. It helps keep debris to a minimum, and makes them approachable to humans.
You never know when you're gonna need an attack helicopter.
Also, I know I like drawing vehicles like they're low-res CG models from the '90s.
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.
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