Next up
Still doing cinematics.
It still requires a lot of drawing of new assets, and I just put in that Mode 7 effect for later cutscenes.
As the first major cutscene, I have to show the scale without going crazy with drawing too much.
As such, these two DemoBots up front do a bit of acting, and we never see them again.
Once again, I felt like compiling a font I made into a sheet.
Why? So YOU can use it and modify it, and so you won't get sued by Monotype for using Arial in a commercial project.
Well, I was looking through some old files, and found some cool stuff.
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.
Plan B for this sequence.
Now with real-time cleaning action, and a stretching sprite for the arm.
Some big motions require big animation.
The least I can do is try to get the big motions right before drawing all the other details.
Well, this might give you an idea of the kind of scope my cutscenes will go.
I probably should hire voice actors, but I think I'd rather do what I can without money first.
The way her telescopic arms work has always been fudged in-game and in art, so I'm wondering if I should animate Pinafore cleaning the family portrait with this sprite-chain arm.
The DemoBots need graphics for cutscenes, too. Yes, they become a joke as the game progresses, but they're a natural enemy for a robot maid.











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