Next up
A rather interesting thing I forgot about...
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.
I hope you appreciate what I go through for pointless details like this.
I don't plan on going this crazy too much, though.
Almost there...
There's gonna be a second driving section without walls later.
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...
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.
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.
I felt some mechanics were underutilized, so I'm making an expansion.
...more or less just a side quest and extra dungeon. No more than that here.
Coming who-knows-when.
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.
Coming soon to another update.
Lemme get some work done with it first, then we'll talk.











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