Next up
Cutscene work begins with drawing backgrounds.
...maybe I made Timothy's hospital bed too small.
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.
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.
...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.
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.
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.
Shocking.
Positively shocking.
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.
Still working on it.
There's definitely treasure around here, but it'll still take a while 'til we reach it.
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.










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