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When drawing a mock-up of a multi-sprite boss, your canvas size can be limited. These gorilla proportions will be adjusted, but it can give you a glimpse into what the final robot will look like.
...and here's the wind-up frame.
It only appears for four frames, and each animation state has its own proprietary wind-up setup, so the animation continues to flow.
Also, now I have incentive for guns, but probably need a fourth button for punches only.
Testing out a tentacle...
As mentioned before, I've got a little variable called ScrewIt for testing purposes.
At the end of the level, we'll see this wall, followed by a sequence leading up to the level's boss.
...IIIIIN SPAAAAAACE!
It's getting closer to being finished.
Even though the 2.5D gimmick was only for that one level, I see no reason to not use it for this boss fight.
Screenshots for Belgrad: Curse of the Castle
I didn't want to work on that one boss, so I'm working on the scoring system. Yes, I'm gonna dock points for losing lives.
As for why the old convention level's in the background, it's the easiest level to test.
I'm getting close in the rigging department. I might need to adjust how the shoulders work, but it's getting there.
It helps to draw another angle. Can't say it's great, but if this thing is launching into space, another angle helps make the sequence work.
...yes, it's small, but I decided that the boss for the second-to-last level should be inspired by the final from Mischief Makers.
Sadly, there are only so many ways to draw a mech's head, and Megazords take too many cues from Transformers.
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