Game
Terry's Treasure Trouble!

2 years ago

...well... This is awkward.

Yes, I CAN make an animated background within a matte, with a shifting color palette. However, I realize this doesn't look like lava, no matter which way you shake it.

...the effect's cool, though.




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I don't know if I went too far, or not far enough. The hand-clamps work, but that's not being demonstrated here.

Sometimes, the hardest thing when designing a boss is scaling its AI and collision boxes so the player actually stands a chance.

That being said, Clampor's finally implemented, ready to take on this little stretchy lady.

First you draw parts, then program a rig for animation.

I need to work on the "What does this guy actually do" part.

If you've had your fill of games where you play as elephants and blue hedgehogs, this might be for you.

...and I haven't advertised this the best, but it's coming.

I figured out an easier way to program arranging angles on a rig.

It involves choosing which body part to move, then using the mouse to calculate an angle.

Namely, angle= point_direction(x, y, mouse_x, mouse_y).

What a bunch of clowns.

Still working on it.

There's definitely treasure around here, but it'll still take a while 'til we reach it.

Despite anything resembling better judgment, and this not going into any demos, I decided to implement a swinging mechanic.

I got it working. You can control the swing (loosely), and can stretch and retract the arm. It even adds a bit of momentum.

I think we did it, boys. Mode 7 can now have scaled sprites to go with it on Game Maker.

Now I just gotta see if there's a way to perfect the perspective system.

This should help speed up the process.

...no guarantees, but until I have an official level-select menu, this'll do.