Next up
Still working on it.
There's definitely treasure around here, but it'll still take a while 'til we reach it.
Sometimes, the hardest thing when designing a boss is scaling its AI and collision boxes so the player actually stands a chance.
That being said, Clampor's finally implemented, ready to take on this little stretchy lady.
Two-level demo for Robot Maid P-NA-4 is here!
...but the game's still not in active development right now.
I figured out an easier way to program arranging angles on a rig.
It involves choosing which body part to move, then using the mouse to calculate an angle.
Namely, angle= point_direction(x, y, mouse_x, mouse_y).
...well... This is awkward.
Yes, I CAN make an animated background within a matte, with a shifting color palette. However, I realize this doesn't look like lava, no matter which way you shake it.
...the effect's cool, though.
I made an up-to-date trailer for Terry's Treasure Trouble!
You know, in case it wasn't clear what kind of game this is.
This should help speed up the process.
...no guarantees, but until I have an official level-select menu, this'll do.
What a bunch of clowns.
What's taking me so long? Designing assets for the volcano level. Also, allergies.
Boom boom acka-lacka-lacka boom, boom boom acka-lacka boom boom.
I don't know if I went too far, or not far enough. The hand-clamps work, but that's not being demonstrated here.
3 comments