Game
Rock Beyond Time
4 years ago

One more song to go... I think.

After that, it's bugfix city, some quality-of-life fixes, then the HTML5 port.

If you want to help out with bugfixing, try out the Early Access build.

Also, if you hate the music, just say so. It's no shock to me.




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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.

Just a reminder. It's coming on the 16th, assuming nothing goes wrong.

Maybe this thing needs to be in a big jar.

Coming soon to another update.

Lemme get some work done with it first, then we'll talk.

A rather interesting thing I forgot about...

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.

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.

All this work to get punched in the face.

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.

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...