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...huh.
Didn't realize that debug mode was different on that version of Game Maker. Also shows WAY too much for players to use.
You can also click and drag some of those elements.
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.
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.
Three reasons to be going after the treasure:
...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.
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.
Dang it. I got the math right.
The real trick now is to optimize it. It's easier to do since it's technically all 2D.
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.
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.
For some reason, I wanted to experiment with a different thumbnail.










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