Title sequence update

Today was a day of pretty heavy research looking into the most effective way to do the scrolling system on the title screen. As mentioned previously, I’ve tried a few different ways with varying success but the general rule appears to be to use a surface to get it done properly. This did turn out to be true.

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Scrolling the title screen with GMS 2

Hands up all of you lot that remember the original Paradroid? Quite a few, I suspect, so you’d be the people remember the attention to detail that showed up in the title screen with the scrolling screens of text, use of colour, and even formatting of the scroll text, within the limits of the font size Andy was working with. It’s down to me to realistically improve on this while staying as close as practical in feel to the original.

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Paradroid ongoing

Development is going pretty well on Paradroid at present so, pretty soon, I’m going to be posting up some work in progress of both development images, and the game as it is at present, running.

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Numpty

I found my missing code from yesterday. Turned out my back up to the QNap had copied the working directory after all.

I shall now endeavor to make my crap prototype even crapper.

 

Parallels and Gamemaker Studio 2

Tinkering with side-projects like Mancala has taken a back seat over the last week, despite my previous raving about wanting to get back into Blitzmax once again. Aaron and I discussed the relative merits of using something huge like Unity for Paradroid and we ended up deciding that it’s overkill for the type of game we’re trying to recreate, and probably for the types of games we usually prototype or develop as well.

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