Next up
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 taking me some time to figure out all this 3D nonsense, but it all seems to work.
Each one of those robots can launch twelve missiles from the background, and you have to dodge them.
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.
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.
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.
Apparently, there are only three time zones between Brazil and the UK.
So, I might as well add some clouds and rain.
There. MUCH better.
In The Future, space jets come with their own air-to-space rockets, and consume less liquid fuel. They might need to drop the rocket fuel tank, but at least it's not a giant cylinder. It's a big wedge instead.
...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.
Well, I was looking through some old files, and found some cool stuff.
Okay, so maybe looking up how NASA does shuttle launches isn't the best solution, but it's at least less '50s than a Flash Gordon-style rocketship.
I never said perspective was my strong suit, but I'll try, anyway.
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