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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.
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.
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.
This background full of conveyor belts might make it a bit more factory-like, but it's still ominous.
Strangely enough, of all the games I've made .exes of, this is the one that STILL works on my current computer. And sometimes, I realize I made some poor decisions in game design with this one.
Concept art time!
Early on, Tiel had a backpack because in the fic she was originally created for, she was going on an adventure along with Rick. That's why I was kinda attached to her.
The only thing harder than animating a set of wheels is making it handle like a set of wheels.
...and making an infinite floor without resorting to the official 3D engine.
What kind of bad guys do you see at a prosthetics factory?
These Leg Gunners are part of the security system.
I could have a part where the factory builds robots for you to beat up, but they're gonna be humanoids. They'd probably be like skinless T-800s.
Well, I was looking through some old files, and found some cool stuff.
I might have gone too far in a few places, and not enough in others.










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