Next up
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.
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.
This background full of conveyor belts might make it a bit more factory-like, but it's still ominous.
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.
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's taking me so long? Designing assets for the volcano level. Also, allergies.
Boom boom acka-lacka-lacka boom, boom boom acka-lacka boom boom.
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...
Still working on it.
There's definitely treasure around here, but it'll still take a while 'til we reach it.
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.
Robots fresh off the assembly line from the prosthetics factory.
I call the ones that crawl "Gwendy", after the dolls from Small Soldiers.










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