Game
A Terry Video Game
9 years ago

It's only MOSTLY done.


Okay, so now, I’ve got most of the game programmed. This means ALL the gameplay stuff is made. All that is missing is the story bits, original music, and polish here and there.
So… since the game is only mostly complete, should I even release a fresh new beta now? If I do, it’ll probably not get noticed upon official release.



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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.

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.

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.

Updated HUD, HP system, and other collectibles! (including the bunnies)

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.

The First Two Bosses

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.

...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.

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.

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

It works, doesn't it?