6 hours ago

As mentioned before, I've got a little variable called ScrewIt for testing purposes.

At the end of the level, we'll see this wall, followed by a sequence leading up to the level's boss.

...IIIIIN SPAAAAAACE!




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If you're flying over the ocean, it doesn't leave you much choice in what kind of bad guys you fight. They have to fly, too.

To quote George Lucas, "I might have gone a bit too far in a few places."

It's taking me some time to figure out all this 3D nonsense, but it all seems to work.

Each one of those robots can launch twelve missiles from the background, and you have to dodge them.

I don't normally do mockups, but since the mockup is in-engine, I'll make an exception. It helps me figure out whether or not drop-shadows (and enemies that move in the background) would be effective in this level.

...I think the answer is "yes".

I figure it would be a bit cooler if we started flying at night, then as we cross time zones across the Atlantic, it would be daytime by the time the player reaches their destination in the UK.

...but it doesn't look like "night" yet.

Apparently, there are only three time zones between Brazil and the UK.

So, I might as well add some clouds and rain.

Why does this robot get twin six-shooters? Because these robots can only keep so many missiles, but you never run out of energy blasts from six-shooters.

That, and symmetry, and they look cool.

You know what? I think I'm almost done with this level. All I need to do now is put a cap to it, then a transition to the boss fight.

Thankfully, it'll be the ONLY sequence like this.

My only goal with this bot design was "something with missile launchers". Yeah, they're there. Just not in the hands.

I feel like I combined a Patlabor with Briareos.

This is how I know Game Maker's random() function isn't very random:

I put in the Kid Pix "Draw Me" prompt into my game, and the phrase "I am Commander Salamander with a magic cookie jar, and I live in your bathtub" is consistently the first thing I see.