Next up
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.
I hope you appreciate what I go through for pointless details like this.
I don't plan on going this crazy too much, though.
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.
I was considering releasing the expansion today, but then I found a lot of bugs I should've spotted in the original build, and I made the minimap do extra stuff for said expansion.
Don't worry, it'll be out by tomorrow night.
He's coming back. ...but just this once.
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.
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.
All this work to get punched in the face.
The next update may be full of bugs.
...moths, mostly.
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.










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