Game
Belgrad: Angels of Music
10 years ago

...this is Belgrad.


Hello. NukeOTron here.
You probably remember me for making that Dragonian game a while back. …well, here I am again, trying out some new things, like trying to bring back platform-adventure games.
THIS is Belgrad: Angels of Music. The intent was to make a series of these one-level games.
Here, you’ll play as Jason Belgrad, the Discount Slayer of the Supernatural. He may look like a detective, but don’t say it to his face. Here, you’ll investigate here and there, and try to figure out the mysterious disappearances in the Chenoweth Theater. …oh, and you’ll have to slay the Phantom.

This probably isn’t my best work, but it’s certainly something.



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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.

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.

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.

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.

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

It works, doesn't it?

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.

...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.

On one hand, I'm getting there. On another hand, "No, I'm not."

Then again, I probably forgot something important about layering the old-fashioned way, and something about using a view as a texture.

For some reason, I wanted to experiment with a different thumbnail.

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.