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.
I realize some players just want to play the game and see the story, while others may actually want to use those revival items, so here's a little compromise for you all.
Also, yes, I NEED to put on that "Pro" flag everywhere.
Coming soon to another update.
Lemme get some work done with it first, then we'll talk.
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 hope you appreciate what I go through for pointless details like this.
I don't plan on going this crazy too much, though.
I might have gone too far in a few places, and not enough in others.
Robots fresh off the assembly line from the prosthetics factory.
I call the ones that crawl "Gwendy", after the dolls from Small Soldiers.
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.
He's coming back. ...but just this once.













0 comments