Next up
There. The hand is drawn.
...now I've got four more angles for this hand to be drawn in, then I'll copy-paste and mirror them for the other hand.
Also, I've added a timer for scoring and convention reasons.
It doesn't matter if you're drawing in pixels, by hand, or with polygons. Hands are hard to draw, period.
Too much?
There are only so many ways to draw starbases, and all of them require a window into space. This one happens to also be a factory.
Part of the debugging experience is making sure enemies don't spawn in walls.
...but this is a great way to show off the shotgun in action.
Also not the final boss. Again, I may have gone a bit too far in a few places.
Now that the rigs for this boss are done, I'd better get around to animating them.
So it begins.
It doesn't help that the three forms share parts, but not body arrangements, but nobody's perfect.
...hopefully, people will see this guy as an homage, and not as infringement.
What do you do when one enemy type you used before doesn't show up well on your new level's background?
Draw new graphics.
It's a good thing the previous variation was already skeletal, so I can just give it skin and swim trunks.
I want to do a magic trick that can morph the polygons from one position to the next. I'm doing the keyframes first, then I'll make them automatically do in-betweens with math.
Drawing fingers in perspective is hard, but it'll be worth the effort.
Two screenshots.
No, this is not the final boss. This is the boss of the last mainline level. There's a difference.
Also, I'm so glad I can pull off stuff like this. There'll be two more forms, though.










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