Game
Belgrad: Angels of Music
10 years ago

...this is Belgrad.


Hello. NukeOTron here.
You probably remember me for making that Dragonian game a while back. …well, here I am again, trying out some new things, like trying to bring back platform-adventure games.
THIS is Belgrad: Angels of Music. The intent was to make a series of these one-level games.
Here, you’ll play as Jason Belgrad, the Discount Slayer of the Supernatural. He may look like a detective, but don’t say it to his face. Here, you’ll investigate here and there, and try to figure out the mysterious disappearances in the Chenoweth Theater. …oh, and you’ll have to slay the Phantom.

This probably isn’t my best work, but it’s certainly something.



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All this work to get punched in the face.

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.

Almost there...

There's gonna be a second driving section without walls later.

I'm getting closer to my goal here.

All these rock piles are gonna loop indefinitely for now. My goal is to make the road widen, tighten, and move side-to-side with the walls.

...and replace the grassy floor with something more fruitcake-like.

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.

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...

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.

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.

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.

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.