Next up
Shocking.
Positively shocking.
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.
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.
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.
As part of the process, I learned that my new dialogue-scrolling system isn't perfect. It's possible to break it if you can push the button faster than humanly possible.
I guess I'd better dig out the Turbo controller for further testing.
I just scanned in some artwork. I do a lot of hand-drawing for reference, but there is a bit of a gap between the hand-drawn stuff and the pixel art.
Again, I hand-draw with my left, and do pixels with my right.
Concept art time!
Early on, Tiel had a backpack because in the fic she was originally created for, she was going on an adventure along with Rick. That's why I was kinda attached to her.
As part of making this game, I have to do a lot of animation without a lot of drawing, if you can believe such a thing is possible.
For one of the opening shots, I'd like Pinafore to clean up this photo on the wall, then see her reflection.
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.
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.











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