2 hours ago

This will be the last Bonus Stage I'll make for the game, because all the others are already developed.

Hopefully, there'll be more than dodging space potatoes, and I'll fix the HUD to not be the same one as the racing section.




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The hands have now been drawn.

Now, I'd better program something that does the math for me to do that polygon-blending trick.

The arms are done.

Now, let's see if adding wings is too much...

I probably should continue work on the final boss, but I wanted to show you what else I've been working on with this game.

Title menus are really important for home releases, and Game Overs are for less casual gamers.

Almost there...

Thankfully, the fingers can be flipped around for the opposite direction.

Nobody's going to mind a time-limited Bonus Stage as long as it's not mandatory to beat it, right?

...and nobody will mind if the developer himself has a hard time with it, either, right?

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.

I forgot I designed the auctioneer recently. If there are robot maids, there are robot butlers, too.

...and yes, I did get inspiration from Jughead. What was your first clue?

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.

There. Another hand angle. It shouldn't have taken me this long, but this isn't my day job.

If I know what I'm doing, I can flip most of that hand, easily.

Behold, blending vertex positions!

Old position + ((number between 0 and 1) * the difference between the old and new position)

This took so much math, it hurts. ...not the CPU, but it sure hurts me to do.

...and I've got four more angles to do this with.