Next up
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.
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.
I realize some players just want to play the game and see the story, while others may actually want to use those revival items, so here's a little compromise for you all.
Also, yes, I NEED to put on that "Pro" flag everywhere.
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.
The best way to let everyone play with whatever controller they want is to let players test it out, reconfigure it, and let them test it again.
...it's a bit messy, since this is a game that should support two players.
All this work to get punched in the face.
A rather interesting thing I forgot about...
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 felt some mechanics were underutilized, so I'm making an expansion.
...more or less just a side quest and extra dungeon. No more than that here.
Coming who-knows-when.
Just a reminder. It's coming on the 16th, assuming nothing goes wrong.











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