10 months ago

I got the keyboard and gamepad input-changing in here.

Try to keep track of the difference between using strings (for the labels on each key) and using actual variables (how the game interprets inputs).




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This background full of conveyor belts might make it a bit more factory-like, but it's still ominous.

I need to know where to draw the line on this level.

It's supposed to be a prosthetics factory of The Future. It could use a lot more Factory, though.

Robots fresh off the assembly line from the prosthetics factory.

I call the ones that crawl "Gwendy", after the dolls from Small Soldiers.

I might have gone too far in a few places, and not enough in others.

If my plan for Sega CD-styled cinematics doesn't work out, Plan B would be the GBA-style cinematics.

If anything, they make decent filler.

There are a lot of robot arms in a prosthetics factory. They flail about, so don't get too close, or they'll hurt you.

So, what's the secret to drawing a car?

1. Just draw the car from profile, back, and possibly front.

2. Dig out any Hot Wheels product for reference.

3. Use the reference to figure out how to draw those in-between angles.

The only thing harder than animating a set of wheels is making it handle like a set of wheels.

...and making an infinite floor without resorting to the official 3D engine.

What kind of bad guys do you see at a prosthetics factory?

These Leg Gunners are part of the security system.

I could have a part where the factory builds robots for you to beat up, but they're gonna be humanoids. They'd probably be like skinless T-800s.

Trying to do that Infinite Floor thing (technically, it's a trick of the camera), and I think it chugs.

Makes sense, since it's drawing on one surface over and over for each scanline, then putting that on another surface, which puts that on-screen.

Hmm...