

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
The way her telescopic arms work has always been fudged in-game and in art, so I'm wondering if I should animate Pinafore cleaning the family portrait with this sprite-chain arm.
There. One sequence dedicated to the phrase "Breathe it in" has been animated.
It was either gonna be this, or a text box going "*sniiiifffffffff* Ahhhhh."
The hair might need work, though.
Whoooooa, we're halfway there!
...in terms of cutscenes.
Line work first, then shading.
Also, if you're asking "where's her hair?", that's gonna animate separately.
I might have to put this in a little black box on-screen, but that's no problem for me.
Resistance is futile.
Some big motions require big animation.
The least I can do is try to get the big motions right before drawing all the other details.
The DemoBots need graphics for cutscenes, too. Yes, they become a joke as the game progresses, but they're a natural enemy for a robot maid.
As the first major cutscene, I have to show the scale without going crazy with drawing too much.
As such, these two DemoBots up front do a bit of acting, and we never see them again.
Plan B for this sequence.
Now with real-time cleaning action, and a stretching sprite for the arm.
Still doing cinematics.
It still requires a lot of drawing of new assets, and I just put in that Mode 7 effect for later cutscenes.










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