Next up
I might have gone too far in a few places, and not enough in others.
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.
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.
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...
All this work to get punched in the face.
I made an up-to-date trailer for Terry's Treasure Trouble!
You know, in case it wasn't clear what kind of game this is.
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.
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.
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.
Still working on it.
There's definitely treasure around here, but it'll still take a while 'til we reach it.











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