Game
A Terry Video Game
9 years ago

Not-Sonic meets the beat-em-up... maybe


Does anyone remember this thing? …no? Good.
To anyone who does… well, I decided to revamp the entire game. Instead of a generic-looking platform game, I’m turning it into an isometric platform game inspired by beat-em-ups (and Donkey Kong Country) that uses an old Sonic engine I made years ago.
…and so far, it’s looking good.
I’m working on the third level, and adding in some vehicles to ride. Think of that whatever you will.

Also, I need a new title for this, since this game has a totally different plot and reworks other gameplay elements.



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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...

The First Two Bosses

I might have gone too far in a few places, and not enough in others.

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.

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

A step-by-step process for bigger sprites.

GM Studio 1 works like Windows XP's Paint, but with nicer features. As such, even a lefty like me can learn to draw right-handed with a Line tool.

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.

The only thing harder than animating a set of wheels is making it handle like a set of wheels.

...and making an infinite floor without resorting to the official 3D engine.

I'm getting closer to my goal here.

All these rock piles are gonna loop indefinitely for now. My goal is to make the road widen, tighten, and move side-to-side with the walls.

...and replace the grassy floor with something more fruitcake-like.

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.