
Due to top-down levels working a little differently, it took me a bit to get motivated to program and animate Pinafore in five directions. (Three of these directions are mirrored for a total of eight.)
Unfortunately, that's the easy part.
Next up
...another fine mess you got yourself into.
I'd better stop sharing these cutscene moments. I'm almost there.
Well, finding glitches was bound to happen.
In this case, with a scrolling boss, the player's trapped on the left side of the screen until there's no solid block there.
I'd better fix that, THEN shrink the gap behind the boss.
"Sir, is the Super Scaler effect really necessary for a cutscene like this?"
"I coded it, didn't I?"
Back in the old days, you could just flash between these two frames to make dynamic lighting, to show something's flashing in front of her.
I'm just gonna use the other frame to indicate the lights are on. No flashing required.
Don't worry, I backed up the other one, but I'm going with this for the alien spacecraft. Part UFO, part retrofuturist rocket, and only three tentacles for the tripod look.
Whoooooa, we're halfway there!
...in terms of cutscenes.
I'm pretty sure I got the save feature working, though I don't know if three save files is acceptable.
Then again, the save features are for Casual Play only. Arcade and Caravan Modes don't let you save your game, for hopefully obvious reasons.
I guess I can show these things on April Fools day.
They are NOT going into the Robot Maid game, but they're still in the code.
...let's be honest, I'm a character designer, not a master of hi-res pixel art.
This is supposed to be the backside of a large alien spaceship. It looks too much like a giant escape pod with thrusters. I'm keeping the large tentacles, though.
Resistance is futile.










0 comments