Next up
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.
Almost there...
There's gonna be a second driving section without walls later.
I've been working on some character portraits. Since I've got six out of eight levels, I might as well focus on story elements like this one.
Now I can't stop thinking about Tony Jay's voice in Time Bandits.
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.
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'm getting closer to my goal here.
All these rock piles are gonna loop indefinitely for now. My goal is to make the road widen, tighten, and move side-to-side with the walls.
...and replace the grassy floor with something more fruitcake-like.
How did you expect a backpack to talk?
...well... This is awkward.
Yes, I CAN make an animated background within a matte, with a shifting color palette. However, I realize this doesn't look like lava, no matter which way you shake it.
...the effect's cool, though.
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.











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