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If you need a sciencey explanation for how a giant magnet can float, it's the same way cars float: little rapidly-spinning magnets.
It doesn't make much sense in reality, but I'm sticking with this story.
More BG layers, more garbage.
Maybe I should throw in a few towers of cars into the background.
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.
Of course old-fashioned robots end up in the junkyard.
They aren't gonna be used in the convention level, so it's fitting here.
Also, the giant floating magnets and bulldozers don't discriminate. They harm all robots.
Just because it's inspired by Seven Force doesn't mean it's gonna be a bunch of robots. Instead, Mag-Nia's gonna make her own weapons.
These GFX are probably gonna be used for masks and reference. I have plans for a sawblade form later.
Ever since the first boss, I've had graphics for this bulldozer.
Junkyards have bulldozers, and all sorts of old robots.
So, I'm putting the bulldozer in the junkyard as a minor enemy, as well as unused GFX from the scrapped convention level.
Understood?
Still shaping out that junkyard.
The sky is a dirty green, the background is a painful quilt of grayness to draw, and the ground is still made of fruitcake.
Well, I was looking through some old files, and found some cool stuff.
When I designed this character months ago, she was made to be a bitter rival to Pinafore.
Her name in development was Gun-NIA, but now it's Mag-Nia.
...also, I was watching Wonder Woman at the time. Is she too much?
One part of me is telling me, "These weapons are way too big for Mag-Nia! Shrink 'em down to half-size!"
Meanwhile, another part of me is saying, "Wait, you can still use these for a more proper Seven Force-styled boss fight later on!"
Let's do both.
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