Next up
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.
What's taking me so long? Designing assets for the volcano level. Also, allergies.
Boom boom acka-lacka-lacka boom, boom boom acka-lacka boom boom.
Three reasons to be going after the treasure:
Plan B for this sequence.
Now with real-time cleaning action, and a stretching sprite for the arm.
...well... This is awkward.
Yes, I CAN make an animated background within a matte, with a shifting color palette. However, I realize this doesn't look like lava, no matter which way you shake it.
...the effect's cool, though.
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.
First, I hand-draw it and ink it with a felt-tip pen. Then I scan it, making an HD image. Then I save it as a 16-color BMP, then clean it up and crop it. Then I add color and transparency effects.
For games, I shrink the HD version for the game's window.
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.










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