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Belgrad: Curse of the Castle




9 years ago

Screenshots for Belgrad: Curse of the Castle




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I think we did it, boys. Mode 7 can now have scaled sprites to go with it on Game Maker.

Now I just gotta see if there's a way to perfect the perspective system.

If you're flying over the ocean, it doesn't leave you much choice in what kind of bad guys you fight. They have to fly, too.

I don't normally do mockups, but since the mockup is in-engine, I'll make an exception. It helps me figure out whether or not drop-shadows (and enemies that move in the background) would be effective in this level.

...I think the answer is "yes".

I know it isn't a very lady-like pose, but it keeps her stable on a speeding vehicle.

Also, I don't need to animate walking in this section.

The ocean is merely a trapezoid, using one tiled surface.

She's not gonna be standing in the water. She'll be standing on something else, floating above it.

I figure it would be a bit cooler if we started flying at night, then as we cross time zones across the Atlantic, it would be daytime by the time the player reaches their destination in the UK.

...but it doesn't look like "night" yet.

Why does this robot get twin six-shooters? Because these robots can only keep so many missiles, but you never run out of energy blasts from six-shooters.

That, and symmetry, and they look cool.

What? Did you think all robot maids had jet skis? Of course not. This one takes rides on top of a flying car.

I'm gonna have to draw scene-specific sprites for Pinafore, though. One doesn't simply stand on top of a car and not have that hair flap.

Testing out a tentacle...

My only goal with this bot design was "something with missile launchers". Yeah, they're there. Just not in the hands.

I feel like I combined a Patlabor with Briareos.