Next up
I realize some players just want to play the game and see the story, while others may actually want to use those revival items, so here's a little compromise for you all.
Also, yes, I NEED to put on that "Pro" flag everywhere.
If there's going to be a save feature in my game, I might as well give the players their own kind of Level Select so they can replay it any way they want.
I know I should work on that boss, but still...
The next update may be full of bugs.
...moths, mostly.
Welcome to Space.
...not much going on here, is there?
Now going through the animation process. This could take a while.
It's kind of a wonder how Treasure managed to pull a front-facing boss moving sideways at least twice.
Looking through some old files again. Apparently, I've been making games since 2006, at least. My high school days.
My pixel art sucked back then, but I kept at it, and didn't post games until 2010.
...and yes, that IS Slasher Kabuki.
Coming soon to another update.
Lemme get some work done with it first, then we'll talk.
The best way to let everyone play with whatever controller they want is to let players test it out, reconfigure it, and let them test it again.
...it's a bit messy, since this is a game that should support two players.
Animation testing, again.
I map animations to keyboard buttons, then figure out the AI. Character movement is tied to the animations before adding the AI.
...and that's why I think a fighting-game mode can be programmed in this game.
I hope you appreciate what I go through for pointless details like this.
I don't plan on going this crazy too much, though.
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