Game
Rock Beyond Time
3 years ago

The Level-Up Update announcement


Here. It's my ZAGE announcement. I've been planning this for a while. Also, since I'm doing this to announce the level-up update, I might as well make it fun.

You can actually find this sequence in-game, but it'll require a certain code.

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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.

I was considering releasing the expansion today, but then I found a lot of bugs I should've spotted in the original build, and I made the minimap do extra stuff for said expansion.

Don't worry, it'll be out by tomorrow night.

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.

The next update may be full of bugs.

...moths, mostly.

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.

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

It works, doesn't it?

Part of the expansion involves a cute little fight right here. ...in space for no apparent reason.

...too bad it won't be as epic as the final boss, but still...

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.

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.