2 days ago

HUD placement


  3 votes about 16 hours left



0 comments

Loading...

Next up

Here I am, trying to implement wall decorations, and I forgot to cull them.

...somehow, that actually helps.

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.

...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.

For some reason, I wanted to experiment with a different thumbnail.

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.

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.

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.

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.

Yep. I've got floor tiling. Kinda had a problem with arranging the sight-box at angle 270, but I've got it down.

I'm wondering if culling the walls is the right choice for indoors.

If I'm gonna optimize the Towers engine, I'm gonna have to figure out where to cut off drawing certain objects.

Thankfully, this isn't REAL 3D, so it makes optimizing easier.

...maybe.