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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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.

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.

Part one of my zany scheme for a new project worked.

Using two Views, I can draw one squished, rotatable View as a texture, meaning I can use tiles for an isometric perspective.

Now, the tricky part is where everything looks like a pop-up book.

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.

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.

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.

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

It works, doesn't it?

...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.

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.

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.