Next up
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.
Cutscene work begins with drawing backgrounds.
...maybe I made Timothy's hospital bed too small.
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.
We aren't in deep space. We're above the earth. There are no space potatoes above the earth. There's space debris, though.
The real trick now is figuring out what the starbase you're flying into looks like.
Coming soon to another update.
Lemme get some work done with it first, then we'll talk.
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.
I probably should continue work on the final boss, but I wanted to show you what else I've been working on with this game.
Title menus are really important for home releases, and Game Overs are for less casual gamers.
I forgot I designed the auctioneer recently. If there are robot maids, there are robot butlers, too.
...and yes, I did get inspiration from Jughead. What was your first clue?
I hope you appreciate what I go through for pointless details like this.
I don't plan on going this crazy too much, though.
Nobody's going to mind a time-limited Bonus Stage as long as it's not mandatory to beat it, right?
...and nobody will mind if the developer himself has a hard time with it, either, right?











0 comments