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Welcome to Space.
...not much going on here, is there?
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.
...well... This is awkward.
Yes, I CAN make an animated background within a matte, with a shifting color palette. However, I realize this doesn't look like lava, no matter which way you shake it.
...the effect's cool, though.
If you've had your fill of games where you play as elephants and blue hedgehogs, this might be for you.
...and I haven't advertised this the best, but it's coming.
I didn't want to work on that one boss, so I'm working on the scoring system. Yes, I'm gonna dock points for losing lives.
As for why the old convention level's in the background, it's the easiest level to test.
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.
It's getting closer to being finished.
Even though the 2.5D gimmick was only for that one level, I see no reason to not use it for this boss fight.
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...
What's taking me so long? Designing assets for the volcano level. Also, allergies.
Boom boom acka-lacka-lacka boom, boom boom acka-lacka boom boom.
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