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That might be covered in the next update. However, there is this trick I came up with in my game.

I started with a background that looked something like this:

Then I told the game to replace each tile used for "shocked Keeby" with a solid green tile when the scene started. Then I could put it back to the way it was when I was ready to show "shocked Keeby" again. Of course, I could have achieved this same effect using sprites, but I did it this way to make room for more sprites to appear in a row together. It ended up looking like this in the VRAM:

with shocked Keeby: 

without shocked Keeby: 

Maybe you could try something like that if you've got enough VRAM space.

(+1)

I see, learned something new. That reverse thinking approach is so clever!