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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.
Still working on it.
There's definitely treasure around here, but it'll still take a while 'til we reach it.
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.
I might have gone too far in a few places, and not enough in others.
Robots fresh off the assembly line from the prosthetics factory.
I call the ones that crawl "Gwendy", after the dolls from Small Soldiers.
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.
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.
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.
All this work to get punched in the face.











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