Game
Dragonian: The Imbalance of Sierr
10 years ago

So... what have I been up to?


First things first: since one Jessica Brown has been doing a video playthrough of my game, she’s mentioned a game-breaking bug. It’s been recently fixed in Version 1.2.1, and it involved Twelkin Buns and girlfriends.
So, go get it.

Anyway, for the past several months, I’ve been without a game-making program. Now that I have one, I realize that GM Studio changed everything, making a lot of functions that Dragonian exploited (namely running programs from txt files and using Midis) obsolete. So, making a sequel to Dragonian will have to wait.

Also, since I’ve got GM Studio, I’ve been making a little game from scratch to see what it can do. What is it? …a platform-adventure game that takes some influence from Castlevania. …but NOT a Metroidvania. I’m going to call it Belgrad for now. …and it’ll be an episodic series, maybe.

Lastly, Rick’s still going to be in Indie Game Battle… eventually.



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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.

I might have gone too far in a few places, and not enough in others.

Well, I was looking through some old files, and found some cool stuff.

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.

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.

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...

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.

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.