Next up
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.
I made an up-to-date trailer for Terry's Treasure Trouble!
You know, in case it wasn't clear what kind of game this is.
Three reasons to be going after the treasure:
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.
This background full of conveyor belts might make it a bit more factory-like, but it's still ominous.
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.
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.
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.
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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