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Again, this is more Sierra-styled than Sega CD-styled, but it gets the point across.
It doesn't help that the small-sprite BAC-PAC doesn't exactly pop from this kind of background.
Besides that, I'm making progress.
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.
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.
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.
Trust me, this is part of the process of making cinematics.
If I can't do Sega CD-style, but don't want to resort solely to visual-novel style, I'll take Sierra-Adventure-Game on CD route.
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.
...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.
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.
Three reasons to be going after the treasure:










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