Next up
Plan B for this sequence.
Now with real-time cleaning action, and a stretching sprite for the arm.
Once again, I felt like compiling a font I made into a sheet.
Why? So YOU can use it and modify it, and so you won't get sued by Monotype for using Arial in a commercial project.
As the first major cutscene, I have to show the scale without going crazy with drawing too much.
As such, these two DemoBots up front do a bit of acting, and we never see them again.
Screenshots for Belgrad: Curse of the Castle
Shocking.
Positively shocking.
First, I hand-draw it and ink it with a felt-tip pen. Then I scan it, making an HD image. Then I save it as a 16-color BMP, then clean it up and crop it. Then I add color and transparency effects.
For games, I shrink the HD version for the game's window.
The DemoBots need graphics for cutscenes, too. Yes, they become a joke as the game progresses, but they're a natural enemy for a robot maid.
Still doing cinematics.
It still requires a lot of drawing of new assets, and I just put in that Mode 7 effect for later cutscenes.
The way her telescopic arms work has always been fudged in-game and in art, so I'm wondering if I should animate Pinafore cleaning the family portrait with this sprite-chain arm.
Well, this might give you an idea of the kind of scope my cutscenes will go.
I probably should hire voice actors, but I think I'd rather do what I can without money first.











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