Next up
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.
On the plus side, the tile layer ISN'T overlapping, and Draw draws objects.
On the other hand, NOW the tile layer lags during camera movement.
I guess I'd better let everything else lag for consistency (somehow), or fix the lag.
The character and movement tests are going well, but...
OH. THAT's what Draw GUI does. It's not crunchy.
Then again, I thought that drawing a view to a surface would work the way I expected, but it ain't.
Okay, I'm testing out the HTML5 version again.
The crash is consistent with the one level, and one enemy spawning around that location: this guy.
Time to figure out why...
EDIT: I suspected the Magnet Crusher, but it's likely this guy.
The HTML5 version was actually running buttery-smooth.
...and then it locked up on THIS screen for no apparent reason. 4th level. Even the music continued to play when I switched windows on this screen.
There may be limits to HTML5 I don't understand yet.
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.
Yes, according to Game Maker, there IS a difference between randomise() and randomize(). randomize() gets you zero, guaranteed, with HTML5.
I would blame it on them, but I can adjust.
Okay, so I'm doing something either crafty or questionable: drawing the objects with Draw GUI.
It works, doesn't it?
Screenshots for Belgrad: Curse of the Castle
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.











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