Game
Belgrad: Curse of the Castle
9 years ago

Almost there...


Belgrad: Curse of the Castle is almost done. The cinematics are in place. Controller support is taken into account for the control explanations. Certain secrets are taken care of.
…but now, I need original music.
(ahem) I said, I need music.

…okay, then. That’s pretty much what I’m working on now. I still would appreciate help, though.



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All this work to get punched in the face.

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.

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.

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...

Almost there...

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

Testing out a tentacle...

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.

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.

Screenshots for Belgrad: Curse of the Castle