Game
Belgrad: Y2K
7 years ago

https://www.youtube.com/watch?v=VSU7iu7gghk

Just the intro sequence, minus music.


YouTube
https://www.youtube.com/watch?v=VSU7iu7gghk
youtube.com


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Okay, so I'm doing something either crafty or questionable: drawing the objects with Draw GUI.

It works, doesn't it?

On one hand, I'm getting there. On another hand, "No, I'm not."

Then again, I probably forgot something important about layering the old-fashioned way, and something about using a view as a texture.

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.

Two screenshots.

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.

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.

Okay, I'm testing out the HTML5 version again.

The crash is consistent with the one level, and one enemy spawning around that location: this guy.

Time to figure out why...

EDIT: I suspected the Magnet Crusher, but it's likely this guy.

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.

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.

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.