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Well, I was looking through some old files, and found some cool stuff.
If there's one thing I learned from looking at the graphics of NES Batman, it's that they put gray highlights with red shading to make metal look a little rusty.
I'll know if I did my job right when I get to actually making the level.
Also not the final boss. Again, I may have gone a bit too far in a few places.
Now that the rigs for this boss are done, I'd better get around to animating them.
In case nobody noticed before, a lot of elements of the Robot Maid game come from the Shiro Ninja games, and ideas I would've done for a sequel. This guy is gonna behave like a similar guy from Shiro Ninja Mayhem, but fit this game's art style.
This is literally one of the first cutscenes, after the first level. Like I said, I'd rather do Sega CD-style cutscenes, but this will do.
...it's also the most complete-looking cutscene right now. I thought you'd like a look.
So it begins.
It doesn't help that the three forms share parts, but not body arrangements, but nobody's perfect.
...hopefully, people will see this guy as an homage, and not as infringement.
Meow.
Tigers are difficult to animate, especially since they have two joints for their hind legs.
Well, it kinda resembles a tiger.
Part of the debugging experience is making sure enemies don't spawn in walls.
...but this is a great way to show off the shotgun in action.
Strangely enough, of all the games I've made .exes of, this is the one that STILL works on my current computer. And sometimes, I realize I made some poor decisions in game design with this one.
What do you do when one enemy type you used before doesn't show up well on your new level's background?
Draw new graphics.
It's a good thing the previous variation was already skeletal, so I can just give it skin and swim trunks.











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