I’ve changed the header to something more… generic. Trust me. I’ll change it back later.
Also, I’ve disabled ratings since the game’s incomplete at the moment. …and trust me, it’s coming. I’m working on the last few levels. To keep you satisfied, though, I’ll try to give some updates as to how it’s going here and there.
…let’s start with a new screenshot, shall we?
Next up
The First Two Bosses
Updated HUD, HP system, and other collectibles! (including the bunnies)
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.
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.
Meow.
Tigers are difficult to animate, especially since they have two joints for their hind legs.
Well, it kinda resembles a tiger.
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.
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.
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.
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.
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.










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