Game
Terry's Treasure Trouble!
2 years ago

The SAGE 2023 Demo for Terry's Treasure Trouble is now on this page!


...I really should've put this here sooner.

SAGE has come and gone, and my game, while it had seemingly over 100 downloads over there, didn't get much recognition.

Oh, well. Might as well put out the SAGE Demo here.

Just beware that the SAGE Demo has a lot of features stripped out for demo purposes, including saving, a whole bunch of levels, teleporters, and access to more than one world. Also, I hadn't programmed that new camera system for the demo.

However, if you manage to collect all the crystals in the demo, you can potentially access the Special Stage behind the Mysterious gate.

Credit for the SAGE logo goes to VAdaPEGA, that demoscene meme-lord on Sonic Fan Games HQ.



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What's taking me so long? Designing assets for the volcano level. Also, allergies.

Boom boom acka-lacka-lacka boom, boom boom acka-lacka boom boom.

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.

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...

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.

First off, you can't rotate a background with draw_background_tiled. However, you can draw anything on a BIG surface, and a surface can be rotated and doubled up.

So, the infinite floor uses a surface, and now it's not chugging so hard. Look at the FPS.

Three reasons to be going after the treasure:

All this work to get punched in the face.

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.

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.