Next up
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.
Maybe this thing needs to be in a big jar.
I've been working on some character portraits. Since I've got six out of eight levels, I might as well focus on story elements like this one.
Now I can't stop thinking about Tony Jay's voice in Time Bandits.
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.
Testing out a tentacle...
I'm prepping up a build to show to people.
There are a lot of rudimentary Visual Novel-styled cutscenes throughout. This one's for the end, because the game's not finished yet.
Sometimes, you have to design a character for one scene only.
...and yes, she has to look kinda like April O'Neil, but not quite.
How did you expect a backpack to talk?
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.
Screenshots for Belgrad: Curse of the Castle










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