Game
Belgrad: Y2K
7 years ago

I took off the "Pay What You Want" thing from Belgrad: Y2K. It's free now.
It's not like I was making anything off of it, anyway.




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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.

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.

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.

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.

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.

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.

Okay, the bed's a bit bigger. There are other details I need to correct as well.

Sadly, the reunion between Pinafore and a conscious Timothy will have to wait.

Two screenshots.

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.

Cutscene work begins with drawing backgrounds.

...maybe I made Timothy's hospital bed too small.