Next up
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.
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.
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.
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.
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.
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.
Strangely enough, of all the games I've made .exes of, this is the one that STILL works on my current computer. And sometimes, I realize I made some poor decisions in game design with this one.
Well, I was looking through some old files, and found some cool stuff.
It doesn't matter if you're drawing in pixels, by hand, or with polygons. Hands are hard to draw, period.





























2 comments