I’ve changed the header to something more… generic. Trust me. I’ll change it back later.
Also, I’ve disabled ratings since the game’s incomplete at the moment. …and trust me, it’s coming. I’m working on the last few levels. To keep you satisfied, though, I’ll try to give some updates as to how it’s going here and there.
…let’s start with a new screenshot, shall we?
Next up
The First Two Bosses
What? Did you think all robot maids had jet skis? Of course not. This one takes rides on top of a flying car.
I'm gonna have to draw scene-specific sprites for Pinafore, though. One doesn't simply stand on top of a car and not have that hair flap.
I know it isn't a very lady-like pose, but it keeps her stable on a speeding vehicle.
Also, I don't need to animate walking in this section.
I think we did it, boys. Mode 7 can now have scaled sprites to go with it on Game Maker.
Now I just gotta see if there's a way to perfect the perspective system.
Why does this robot get twin six-shooters? Because these robots can only keep so many missiles, but you never run out of energy blasts from six-shooters.
That, and symmetry, and they look cool.
Updated HUD, HP system, and other collectibles! (including the bunnies)
My only goal with this bot design was "something with missile launchers". Yeah, they're there. Just not in the hands.
I feel like I combined a Patlabor with Briareos.
I figure it would be a bit cooler if we started flying at night, then as we cross time zones across the Atlantic, it would be daytime by the time the player reaches their destination in the UK.
...but it doesn't look like "night" yet.
The ocean is merely a trapezoid, using one tiled surface.
She's not gonna be standing in the water. She'll be standing on something else, floating above it.
If you're flying over the ocean, it doesn't leave you much choice in what kind of bad guys you fight. They have to fly, too.
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