I’ve changed the header to something more… generic. Trust me. I’ll change it back later.
Also, I’ve disabled ratings since the game’s incomplete at the moment. …and trust me, it’s coming. I’m working on the last few levels. To keep you satisfied, though, I’ll try to give some updates as to how it’s going here and there.
…let’s start with a new screenshot, shall we?
Next up
The character and movement tests are going well, but...
OH. THAT's what Draw GUI does. It's not crunchy.
Then again, I thought that drawing a view to a surface would work the way I expected, but it ain't.
Dang it. I got the math right.
The real trick now is to optimize it. It's easier to do since it's technically all 2D.
For some reason, I wanted to experiment with a different thumbnail.
Okay, so I'm doing something either crafty or questionable: drawing the objects with Draw GUI.
It works, doesn't it?
On the plus side, the tile layer ISN'T overlapping, and Draw draws objects.
On the other hand, NOW the tile layer lags during camera movement.
I guess I'd better let everything else lag for consistency (somehow), or fix the lag.
It took a while, but I got rotating flat sprites going.
Technically, it's a polygon, but it works.
If I were to do sprite-stacking, I have a basis, but my primary use for this is rotating attack animations.
The floor's movement, being a view drawn onto a surface, is still one frame behind.
However, I figured it's more efficient to draw walls separately than to use blocks for indoor segments. They can stretch and keep doing the depth math accurately.
...huh.
Didn't realize that debug mode was different on that version of Game Maker. Also shows WAY too much for players to use.
You can also click and drag some of those elements.
On one hand, I'm getting there. On another hand, "No, I'm not."
Then again, I probably forgot something important about layering the old-fashioned way, and something about using a view as a texture.
Updated HUD, HP system, and other collectibles! (including the bunnies)










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