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).
Next up
Back in my day, there were always cartoon robots and factories full of weird stretchy arms with white cartoon gloves to do normal human jobs.
The more you think about it, the more ridiculous it gets.
In case anyone forgot, robots explode.
So do robot maids.
Just wanted to try out what I mentioned earlier.
Also, I replaced Curly Sue with a character from a film directed by Chris Columbus, but has nothing to do with John Hughes.
Sometimes, inspiration is as simple as thinking of an old game you played once.
...let me be honest, the convention level isn't working well as a platformer.
So, I think I should add top-down sections. The combat would work about the same. I think you shouldn't jump in top-down mode, so sliding will take its place there.
When it comes to robot maids, these are the latest models. Of course, Pinafore can beat them up any day of the week.
...and some banners to complete the look of the convention.
I don't think I can legally call it RoboCon. Techno-Con might also be taken, but I don't know.
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.
Convention centers are kinda sad without people in them.
The real trick, however, is figuring out the layers. Should I do a big strip of crowds, or silhouettes of other booths, or what? It's a 2D platform game. Making environments can be tough.
Every layer of people in the crowd is one object each. With the Creation Code, I changed LayerScale, which determines how far away something is, and now fixes how to align them to the camera.
Since those layers are all the same color, they'll blend.
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