2 days ago

Sure. TWO layers of "painted" backgrounds. Makes the area feel more lived in.




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A few details not in the video:

There are plans for multiple types of guns.

The combo meter (little yellow meter) can build up to 4 Charged attacks. At max, you use the electrifying screen-nuke. Otherwise, you do a crowd-control spin attack.

Kinda experimenting with the background here. It might come off as a big, flat painting, though.

Should I bring back that perspective BG thing from my previous game? Or give this another BG layer?

I'm done designing this one enemy.

I've still got more things to make before implementing these into the game.

A brief preview of the gameplay. Nothing's final yet.

Nothing is more encouraging than developing an enemy AI just right to the point where you're saying, "It's fun now!"

...and this is practically an evolution of the Shiro Ninja games.

Curse you, subpixel math and solid block interactions!

This is a common Game Maker problem when colliding into a corner in a lot of platform games. It thinks it's hitting a wall and the ground at the same time.

Edit: I think I've fixed it.

Cleaned up the HUD for visibility.

The background is temporary. The tiles, we'll see. I can't say I like drawing elaborate backgrounds, despite my previous game's gratuitous use of scaling BG effects.

Meet the DemoBots.

They have only one function: Demolish stuff.

Of course, one wonders why they're human-sized and carry hammers. It helps keep debris to a minimum, and makes them approachable to humans.

Heavy enemies take a bit more work to stun, much less defeat. The guy here takes four punches in a row to stun, or a powerful-enough shot. Regular bullets don't move him an inch.

You never know when you're gonna need an attack helicopter.

Also, I know I like drawing vehicles like they're low-res CG models from the '90s.