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.
Shocking.
Positively shocking.
Plan B for this sequence.
Now with real-time cleaning action, and a stretching sprite for the arm.
Once again, I felt like compiling a font I made into a sheet.
Why? So YOU can use it and modify it, and so you won't get sued by Monotype for using Arial in a commercial project.
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.
Two screenshots.
As part of the process, I learned that my new dialogue-scrolling system isn't perfect. It's possible to break it if you can push the button faster than humanly possible.
I guess I'd better dig out the Turbo controller for further testing.
I just scanned in some artwork. I do a lot of hand-drawing for reference, but there is a bit of a gap between the hand-drawn stuff and the pixel art.
Again, I hand-draw with my left, and do pixels with my right.
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.
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.










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