Next up
Whoooooa, we're halfway there!
...in terms of cutscenes.
...let's be honest, I'm a character designer, not a master of hi-res pixel art.
This is supposed to be the backside of a large alien spaceship. It looks too much like a giant escape pod with thrusters. I'm keeping the large tentacles, though.
...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.
"Sir, is the Super Scaler effect really necessary for a cutscene like this?"
"I coded it, didn't I?"
Some big motions require big animation.
The least I can do is try to get the big motions right before drawing all the other details.
I made an up-to-date trailer for Terry's Treasure Trouble!
You know, in case it wasn't clear what kind of game this is.
Resistance is futile.
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.
If you've had your fill of games where you play as elephants and blue hedgehogs, this might be for you.
...and I haven't advertised this the best, but it's coming.
Back in the old days, you could just flash between these two frames to make dynamic lighting, to show something's flashing in front of her.
I'm just gonna use the other frame to indicate the lights are on. No flashing required.










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