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.
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.
Almost there...
There's gonna be a second driving section without walls later.
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.
Still working on it.
There's definitely treasure around here, but it'll still take a while 'til we reach it.
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.
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.
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.
What's taking me so long? Designing assets for the volcano level. Also, allergies.
Boom boom acka-lacka-lacka boom, boom boom acka-lacka boom boom.
...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.










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