4 years ago

Well... now what?


It took me about three years to complete making Rock Beyond Time. It could be better, but it could've been much worse.

Now that it's out, and I'm hardly getting feedback about it, I need to figure out what to do with the time I'd usually be making my game. I mean, yeah, I do have back catalog of games I should play, like Marsupilami: Hoobadventure (a good DKC clone), Collection of Mana, Ni no Kuni: Wrath of the White Witch, and so on, but I don't play games for a living. If I did that, I'd be a VTuber.

So, I figure I might as well show you my big random playlist. I've been building it up since Rock Beyond Time, because of course I have. Something has to inspire the music, and fill the void of lack of music as I develop games.

https://www.youtube.com/playlist?list=PLsv-hvMkxurHBx38Zz-oFJfI45AlsZnSR

It's unlisted, but it explains my taste in music.



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...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.

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.

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.

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.

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.

Here I am, trying to implement wall decorations, and I forgot to cull them.

...somehow, that actually helps.

I got the culling working for wall decos, but just in case, I made it optional.

I've also added screen-shake a while back, as well as roofs.

Again, I'm still working on the base engine before I move forward with everything else.

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.

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.

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