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Strangely enough, of all the games I've made .exes of, this is the one that STILL works on my current computer. And sometimes, I realize I made some poor decisions in game design with this one.
Two-level demo for Robot Maid P-NA-4 is here!
...but the game's still not in active development right now.
Well, I was looking through some old files, and found some cool stuff.
I don't know if I went too far, or not far enough. The hand-clamps work, but that's not being demonstrated here.
This should help speed up the process.
...no guarantees, but until I have an official level-select menu, this'll do.
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.
First you draw parts, then program a rig for animation.
I need to work on the "What does this guy actually do" part.
What a bunch of clowns.
I figured out an easier way to program arranging angles on a rig.
It involves choosing which body part to move, then using the mouse to calculate an angle.
Namely, angle= point_direction(x, y, mouse_x, mouse_y).
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.
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