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.
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.
If I'm gonna optimize the Towers engine, I'm gonna have to figure out where to cut off drawing certain objects.
Thankfully, this isn't REAL 3D, so it makes optimizing easier.
...maybe.
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.
He's coming back. ...but just this once.
For some reason, I wanted to experiment with a different thumbnail.
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.
Coming soon to another update.
Lemme get some work done with it first, then we'll talk.
...huh.
Didn't realize that debug mode was different on that version of Game Maker. Also shows WAY too much for players to use.
You can also click and drag some of those elements.
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...
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.
Yep. I've got floor tiling. Kinda had a problem with arranging the sight-box at angle 270, but I've got it down.
I'm wondering if culling the walls is the right choice for indoors.
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