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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.
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.
Part one of my zany scheme for a new project worked.
Using two Views, I can draw one squished, rotatable View as a texture, meaning I can use tiles for an isometric perspective.
Now, the tricky part is where everything looks like a pop-up book.
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.
If you've had your fill of games where you play as elephants and blue hedgehogs, this might be for you.
...and I haven't advertised this the best, but it's coming.
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.
...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.
Here. Just to give you an idea as to what I'm going for.
The character and GFX are temporary, but they help me realize what I want to do with the engine.
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.










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