Next up
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.
A step-by-step process for bigger sprites.
GM Studio 1 works like Windows XP's Paint, but with nicer features. As such, even a lefty like me can learn to draw right-handed with a Line tool.
He's coming back. ...but just this once.
All this work to get punched in the face.
So, what's the secret to drawing a car?
1. Just draw the car from profile, back, and possibly front.
2. Dig out any Hot Wheels product for reference.
3. Use the reference to figure out how to draw those in-between angles.
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...
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.
I hope you appreciate what I go through for pointless details like this.
I don't plan on going this crazy too much, though.
The only thing harder than animating a set of wheels is making it handle like a set of wheels.
...and making an infinite floor without resorting to the official 3D engine.
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...














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