Today I've been working on the interface for the battle room. The actual mechanics aren't fully programmed yet but I'm getting it done slowly.
I really need to start working on this more often as I'm taking advantage of the "plenty of time" until the compo ends.Here's what I've got with the battle room. I'm not done with the battle sprites for the players yet and it remains undecided if I'll animate attacks or not. I probably won't though.

/*===============================/
Author: Harrk
YOU ARE FREE TO USE THIS CODE IN
YOUR OWN GAMES, INCLUDING COMMERICIAL
GAMES.
HOWEVER YOU MAY NOT CLAIM MY CODE
AS YOUR OWN OR REPRODUCE IT AS SUCH.
CREDIT IS NOT REQUIRED BUT IS
ACCEPTED WITH OPEN ARMS ;)
<a rel="nofollow" href="http://harrk.blogspot.co.uk/">http://harrk.blogspot.co.uk/</a>
hazzy995@hotmail.com
/*==============================*/
//Arguments
//==================
//sprite index, tile width, tile height, frame width, frame height, x , y
//drawFrame(sprite,32,32,200,200,x,y);
//Create Temp Variables
var __sprite, __tileWidth, __tileHeight, __frameHeight, __frameWidth, __x, __y;
__sprite = argument0;
__tileWidth = argument1;
__tileHeight = argument2;
__frameWidth = argument3;
__frameHeight = argument4;
__x = argument5;
__y = argument6;
//Draw the corners
//==================
//Top Left
draw_sprite_part_ext(__sprite,0,0,0,__tileWidth,__tileHeight,__x,__y,1,1,image_blend,image_alpha);
//Top Right
draw_sprite_part_ext(__sprite,0,__tileWidth,0,__tileWidth,__tileHeight,__x+__frameWidth-__tileWidth,__y,1,1,image_blend,image_alpha);
//Bottom Left
draw_sprite_part_ext(__sprite,0,0,__tileHeight,__tileWidth,__tileHeight,__x,__y+__frameHeight-__tileHeight,1,1,image_blend,image_alpha);
//Bottom Right
draw_sprite_part_ext(__sprite,0,__tileWidth,__tileHeight,__tileWidth,__tileHeight,__x+__frameWidth-__tileWidth,__y+__frameHeight-__tileHeight,1,1,image_blend,image_alpha);
//Draw outer edges
//==================
//Draw Top Edge
draw_sprite_part_ext(__sprite,0,__tileWidth/2,0,1,__tileHeight,__x+__tileWidth,__y,__frameWidth-(__tileWidth*2),1,image_blend,image_alpha);
//Draw Bottom Edge
draw_sprite_part_ext(__sprite,0,__tileWidth/2,__tileHeight,1,__tileHeight,__x+__tileWidth,__y+__frameHeight-__tileHeight,__frameWidth-(__tileWidth*2),1,image_blend,image_alpha);
//Draw Left Edge
draw_sprite_part_ext(__sprite,0,0,__tileHeight/2,__tileWidth,1,__x,__y+__tileHeight,1,__frameHeight-(__tileHeight*2),image_blend,image_alpha);
//Draw Right Edge
draw_sprite_part_ext(__sprite,0,__tileWidth,__tileHeight/2,__tileWidth,1,__x+__frameWidth-__tileWidth,__y+__tileHeight,1,__frameHeight-(__tileHeight*2),image_blend,image_alpha);
//Fill in the center
//==================
draw_sprite_part_ext(__sprite,0,__tileWidth/2,__tileHeight/2,1,1,__x+__tileWidth,__y+__tileHeight,__frameWidth-(__tileWidth*2),__frameHeight-(__tileHeight*2),image_blend,image_alpha);
Ahmygod I'm not the only one using this tileset style.
Haha, I wana see it!
The characters' portraits look like they're staring out into space.
You could have spikes or rubble as hazards?
@Daggerhog All I can think when I look at them is "why u so srs? :-("
holy crap those robots are adorable.
DaggerHog is right, though: the portraits don't look so good.When can I play this. :f
They can continue to "stare out into space" until I can draw better. D: As for looking serious… They're adopted.
Ps. There's nothing to play right now, it's only graphics and half-made systems that have yet to come together.I can't wait 'til the competition closes. I want to play everyone's games; they look so cool.
Agreed. Playing all these entries will make August the best month of my life.
I'm going to break out the heavy reviewing machine, so drop/savor your egos.I'm almost more excited for that than actually entering.