3 years ago

For the past few months, I've been dabbling with watercolors.

I'm not going to explain this.




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All this work to get punched in the face.

A step-by-step process for bigger sprites.

GM Studio 1 works like Windows XP's Paint, but with nicer features. As such, even a lefty like me can learn to draw right-handed with a Line tool.

The only thing harder than animating a set of wheels is making it handle like a set of wheels.

...and making an infinite floor without resorting to the official 3D engine.

My first time playing a Hyrule Warriors game & right away I've found some new favourite Zelda Characters!

https://youtu.be/Q4D26Ogj52M

Here I am, still trying to push the limits. I'm pretty sure there's a shader for Mode 7 out there, but this is what I've been working with.

Also, because of limitations, red flashing floors generate force fields you can bump into.

Forgot my watch, feel weirdly naked without it I guess enjoy my weird tree tattoo & little korok buddy

Trying to do that Infinite Floor thing (technically, it's a trick of the camera), and I think it chugs.

Makes sense, since it's drawing on one surface over and over for each scanline, then putting that on another surface, which puts that on-screen.

Hmm...

I'm getting closer to my goal here.

All these rock piles are gonna loop indefinitely for now. My goal is to make the road widen, tighten, and move side-to-side with the walls.

...and replace the grassy floor with something more fruitcake-like.

When low on health, you'll now enter Peril Mode, a new mechanic which allows comebacks against very strong foes. Will have further potential with the Rings system💍

#zelda #fangame #gamedev #gamedesign #retrogame #pixelart

Almost there...

There's gonna be a second driving section without walls later.