Next up
First you draw parts, then program a rig for animation.
I need to work on the "What does this guy actually do" part.
Still working on it.
There's definitely treasure around here, but it'll still take a while 'til we reach it.
Possible default protagonists, Charlie (guy with hat) and Bonnie (girl with dress). Using a similar palette, because I can.
I would alter the faces, but I like appeal, and without the pixel-noses, they'd look like chibis at that size.
Three reasons to be going after the treasure:
Sometimes, the hardest thing when designing a boss is scaling its AI and collision boxes so the player actually stands a chance.
That being said, Clampor's finally implemented, ready to take on this little stretchy lady.
This should help speed up the process.
...no guarantees, but until I have an official level-select menu, this'll do.
I don't know if I went too far, or not far enough. The hand-clamps work, but that's not being demonstrated here.
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.
...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.
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.
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