Don't mind me, I'm just posting a YouTube link for ALL my cinematics.
Next up
I know it isn't a very lady-like pose, but it keeps her stable on a speeding vehicle.
Also, I don't need to animate walking in this section.
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.
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).
I don't know if I went too far, or not far enough. The hand-clamps work, but that's not being demonstrated here.
The ocean is merely a trapezoid, using one tiled surface.
She's not gonna be standing in the water. She'll be standing on something else, floating above it.
I think we did it, boys. Mode 7 can now have scaled sprites to go with it on Game Maker.
Now I just gotta see if there's a way to perfect the perspective system.
What? Did you think all robot maids had jet skis? Of course not. This one takes rides on top of a flying car.
I'm gonna have to draw scene-specific sprites for Pinafore, though. One doesn't simply stand on top of a car and not have that hair flap.
My only goal with this bot design was "something with missile launchers". Yeah, they're there. Just not in the hands.
I feel like I combined a Patlabor with Briareos.
To quote George Lucas, "I might have gone a bit too far in a few places."
If you're flying over the ocean, it doesn't leave you much choice in what kind of bad guys you fight. They have to fly, too.
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