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Three reasons to be going after the treasure:
All this work to get punched in the face.
Still working on it.
There's definitely treasure around here, but it'll still take a while 'til we reach it.
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.
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.
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.
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...
I might have gone too far in a few places, and not enough in others.
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.












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