Lots of new updates today: Blood spatter, dependent on enemy size and on damage/destruction Camera zoom in and out for specific areas Improved AI system for enemy attacking and movement Enemy spawn, entry, and fun animations!
I decided to start taking limited-color-palette to another extreme and limit myself to the 4 red and black colors of the Nintendo Virtual Boy. The idea is to make a fast-paced twin-stick shooter with the fast paced swarms of enemies from Robotron. But instead of futuristic evil robots, it’ll have a satanic style like Doom… Read More vb_hell demo
Let’s slow things down and take control of animation frequency.… Read More Easy Animation Control
Classic beat’em up games like Final Fight or Streets of Rage are 2D scrolling games on a faux-3D playing field. This means that though the characters are flat against the background, they need to interact with and block other characters/objects based on their perceived depth of the play field. Let’s breakdown some of these challenges… Read More Collisions and Depth in Classic Beat em Ups
During the course of creating your game, you will inevitably run into situations where you would like to know the status of some objects or variables while the game is running. Is your frog jumping but behaving like it’s crouching? Or maybe you need to fine-tune your controls, watching your variables containing speed/velocity in action.… Read More How To: Debug Info Overlay in GMS