Making a big game is kind of like a Hydra. You cut off one head, two more will grow in its place. This time, when I “fixed” the shop system, I screwed up by having an error message pop up. So, anyone who downloaded version 1.0.4 or 1.0.5, I apologize. A newer version with that shop definitely fixed (I hope) has been released. …oh, and expect to earn more hearts, and less money and bombs and shurikens.
…oh, and this game’s supposed to be a complete game. Again, transfer your old saves, blah blah blah.
Again, I have to apologize, but thank you all for your support. If I’m lucky, this should be my last one…
Next up
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.
It helps to draw another angle. Can't say it's great, but if this thing is launching into space, another angle helps make the sequence work.
As mentioned before, I've got a little variable called ScrewIt for testing purposes.
At the end of the level, we'll see this wall, followed by a sequence leading up to the level's boss.
...IIIIIN SPAAAAAACE!
You know what? I think I'm almost done with this level. All I need to do now is put a cap to it, then a transition to the boss fight.
Thankfully, it'll be the ONLY sequence like this.
It's taking me some time to figure out all this 3D nonsense, but it all seems to work.
Each one of those robots can launch twelve missiles from the background, and you have to dodge them.
This is how I know Game Maker's random() function isn't very random:
I put in the Kid Pix "Draw Me" prompt into my game, and the phrase "I am Commander Salamander with a magic cookie jar, and I live in your bathtub" is consistently the first thing I see.
Okay, so maybe looking up how NASA does shuttle launches isn't the best solution, but it's at least less '50s than a Flash Gordon-style rocketship.
I never said perspective was my strong suit, but I'll try, anyway.
...and here's the wind-up frame.
It only appears for four frames, and each animation state has its own proprietary wind-up setup, so the animation continues to flow.
Also, now I have incentive for guns, but probably need a fourth button for punches only.
There. MUCH better.
In The Future, space jets come with their own air-to-space rockets, and consume less liquid fuel. They might need to drop the rocket fuel tank, but at least it's not a giant cylinder. It's a big wedge instead.
...yes, it's small, but I decided that the boss for the second-to-last level should be inspired by the final from Mischief Makers.
Sadly, there are only so many ways to draw a mech's head, and Megazords take too many cues from Transformers.
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