
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.
Next up
I'm prepping up a build to show to people.
There are a lot of rudimentary Visual Novel-styled cutscenes throughout. This one's for the end, because the game's not finished yet.
I'm getting closer to my goal here.
All these rock piles are gonna loop indefinitely for now. My goal is to make the road widen, tighten, and move side-to-side with the walls.
...and replace the grassy floor with something more fruitcake-like.
How did you expect a backpack to talk?
Maybe this thing needs to be in a big jar.
I've been working on some character portraits. Since I've got six out of eight levels, I might as well focus on story elements like this one.
Now I can't stop thinking about Tony Jay's voice in Time Bandits.
Well, I got the brain in a jar, and finished making the level.
Now, what's that brain gonna do? I figure it'll electrify itself if you get into its personal space, and send out two robot minions after you, but still, what else?
All this work to get punched in the face.
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.
Like I said before, draw_background_tiled_ext() can't do rotation. ...but if I'm not rotating, I can use it without consequence for an infinite floor.
I'm gonna work on a system for the road to constantly spawn objects as I move forward in a sequence.
Almost there...
There's gonna be a second driving section without walls later.










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