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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.
I got the culling working for wall decos, but just in case, I made it optional.
I've also added screen-shake a while back, as well as roofs.
Again, I'm still working on the base engine before I move forward with everything else.
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.
Here I am, trying to implement wall decorations, and I forgot to cull them.
...somehow, that actually helps.
Yep. I've got floor tiling. Kinda had a problem with arranging the sight-box at angle 270, but I've got it down.
I'm wondering if culling the walls is the right choice for indoors.
For some reason, I wanted to experiment with a different thumbnail.
Still working on it.
There's definitely treasure around here, but it'll still take a while 'til we reach it.
...well... This is awkward.
Yes, I CAN make an animated background within a matte, with a shifting color palette. However, I realize this doesn't look like lava, no matter which way you shake it.
...the effect's cool, though.
If I'm gonna optimize the Towers engine, I'm gonna have to figure out where to cut off drawing certain objects.
Thankfully, this isn't REAL 3D, so it makes optimizing easier.
...maybe.










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