
For the past few months, I've been dabbling with watercolors.
I'm not going to explain this.
Next up
As mentioned before, I've got a little variable called ScrewIt for testing purposes.
At the end of the level, we'll see this wall, followed by a sequence leading up to the level's boss.
...IIIIIN SPAAAAAACE!
I don't normally do mockups, but since the mockup is in-engine, I'll make an exception. It helps me figure out whether or not drop-shadows (and enemies that move in the background) would be effective in this level.
...I think the answer is "yes".
Why does this robot get twin six-shooters? Because these robots can only keep so many missiles, but you never run out of energy blasts from six-shooters.
That, and symmetry, and they look cool.
Switch 1 VS Switch 2 in Zelda BOTW & TOTK 💪🆚🥊
Let's take a look & get my first impressions of the new Enhanced Versions & see what a difference it makes #NintendoSwitch2 #Nintendo #Switch2
It's taking me some time to figure out all this 3D nonsense, but it all seems to work.
Each one of those robots can launch twelve missiles from the background, and you have to dodge them.
Did a little extra video today, a quick reaction to today's #NintendoDirect, a few things I'm interested in, a few not for me, but that's all good, hopefully something in there for everyone
This is how I know Game Maker's random() function isn't very random:
I put in the Kid Pix "Draw Me" prompt into my game, and the phrase "I am Commander Salamander with a magic cookie jar, and I live in your bathtub" is consistently the first thing I see.
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."
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