
Animation testing, again.
I map animations to keyboard buttons, then figure out the AI. Character movement is tied to the animations before adding the AI.
...and that's why I think a fighting-game mode can be programmed in this game.
Next up
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.
When drawing a mock-up of a multi-sprite boss, your canvas size can be limited. These gorilla proportions will be adjusted, but it can give you a glimpse into what the final robot will look like.
Welcome to Space.
...not much going on here, is there?
I'm getting close in the rigging department. I might need to adjust how the shoulders work, but it's getting there.
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.
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.
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.
One of the bonus stages will be a top-down stage where you try to stop the Demolition robots from smashing the summer home.
...but I don't know whether or not failing a bonus stage should "count". I think the worst bonus stages in gaming are mandatory.
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...
1 comment