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Testing out a tentacle...
Trying to do that Infinite Floor thing (technically, it's a trick of the camera), and I think it chugs.
Makes sense, since it's drawing on one surface over and over for each scanline, then putting that on another surface, which puts that on-screen.
Hmm...
What kind of bad guys do you see at a prosthetics factory?
These Leg Gunners are part of the security system.
I could have a part where the factory builds robots for you to beat up, but they're gonna be humanoids. They'd probably be like skinless T-800s.
Screenshots for Belgrad: Curse of the Castle
I might have gone too far in a few places, and not enough in others.
This background full of conveyor belts might make it a bit more factory-like, but it's still ominous.
So, what's the secret to drawing a car?
1. Just draw the car from profile, back, and possibly front.
2. Dig out any Hot Wheels product for reference.
3. Use the reference to figure out how to draw those in-between angles.
Robots fresh off the assembly line from the prosthetics factory.
I call the ones that crawl "Gwendy", after the dolls from Small Soldiers.
If my plan for Sega CD-styled cinematics doesn't work out, Plan B would be the GBA-style cinematics.
If anything, they make decent filler.
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.










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