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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.
...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.
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...
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.
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.
Three reasons to be going after the treasure:
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.
I might have gone too far in a few places, and not enough in others.
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.
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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