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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.
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.
In case nobody noticed before, a lot of elements of the Robot Maid game come from the Shiro Ninja games, and ideas I would've done for a sequel. This guy is gonna behave like a similar guy from Shiro Ninja Mayhem, but fit this game's art style.
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.
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.
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.
This is literally one of the first cutscenes, after the first level. Like I said, I'd rather do Sega CD-style cutscenes, but this will do.
...it's also the most complete-looking cutscene right now. I thought you'd like a look.
Well, I was looking through some old files, and found some cool stuff.
Too much?
There are only so many ways to draw starbases, and all of them require a window into space. This one happens to also be a factory.
Meow.
Tigers are difficult to animate, especially since they have two joints for their hind legs.
Well, it kinda resembles a tiger.





























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