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23
Game
Rock Beyond Time
4 years ago

I hope you appreciate what I go through for pointless details like this.

I don't plan on going this crazy too much, though.




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There. The hand is drawn.

...now I've got four more angles for this hand to be drawn in, then I'll copy-paste and mirror them for the other hand.

Also, I've added a timer for scoring and convention reasons.

I realize some players just want to play the game and see the story, while others may actually want to use those revival items, so here's a little compromise for you all.

Also, yes, I NEED to put on that "Pro" flag everywhere.

Just a reminder. It's coming on the 16th, assuming nothing goes wrong.

Almost there...

Thankfully, the fingers can be flipped around for the opposite direction.

I felt some mechanics were underutilized, so I'm making an expansion.

...more or less just a side quest and extra dungeon. No more than that here.

Coming who-knows-when.

Behold, blending vertex positions!

Old position + ((number between 0 and 1) * the difference between the old and new position)

This took so much math, it hurts. ...not the CPU, but it sure hurts me to do.

...and I've got four more angles to do this with.

I want to do a magic trick that can morph the polygons from one position to the next. I'm doing the keyframes first, then I'll make them automatically do in-betweens with math.

Drawing fingers in perspective is hard, but it'll be worth the effort.

It doesn't matter if you're drawing in pixels, by hand, or with polygons. Hands are hard to draw, period.

The best way to let everyone play with whatever controller they want is to let players test it out, reconfigure it, and let them test it again.

...it's a bit messy, since this is a game that should support two players.

There. Another hand angle. It shouldn't have taken me this long, but this isn't my day job.

If I know what I'm doing, I can flip most of that hand, easily.