Next up
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.
Three reasons to be going after the treasure:
Still working on it.
There's definitely treasure around here, but it'll still take a while 'til we reach it.
Plan B for this sequence.
Now with real-time cleaning action, and a stretching sprite for the arm.
As the first major cutscene, I have to show the scale without going crazy with drawing too much.
As such, these two DemoBots up front do a bit of acting, and we never see them again.
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.
There. One sequence dedicated to the phrase "Breathe it in" has been animated.
It was either gonna be this, or a text box going "*sniiiifffffffff* Ahhhhh."
The hair might need work, though.
Line work first, then shading.
Also, if you're asking "where's her hair?", that's gonna animate separately.
I might have to put this in a little black box on-screen, but that's no problem for me.
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.
...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.










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