Next up
Looking through some old files again. Apparently, I've been making games since 2006, at least. My high school days.
My pixel art sucked back then, but I kept at it, and didn't post games until 2010.
...and yes, that IS Slasher Kabuki.
If there's going to be a save feature in my game, I might as well give the players their own kind of Level Select so they can replay it any way they want.
I know I should work on that boss, but still...
That boss is now done, and implemented.
I can safely say I've completed half of the main game now, even though it's just the first three levels and the second-to-last.
Time to do something else.
Welcome to Space.
...not much going on here, is there?
Testing out a tentacle...
Now going through the animation process. This could take a while.
It's kind of a wonder how Treasure managed to pull a front-facing boss moving sideways at least twice.
I decided that the fourth button will be used for switching between using weapons, and not using them. Why? Because it works with the mouse's scroll wheel.
Also, you've got an indicator at the top-left if you've got the gun active or not.
One of the bonus stages will be a top-down stage where you try to stop the Demolition robots from smashing the summer home.
...but I don't know whether or not failing a bonus stage should "count". I think the worst bonus stages in gaming are mandatory.
Animation testing, again.
I map animations to keyboard buttons, then figure out the AI. Character movement is tied to the animations before adding the AI.
...and that's why I think a fighting-game mode can be programmed in this game.
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