

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
So it begins.
It doesn't help that the three forms share parts, but not body arrangements, but nobody's perfect.
...hopefully, people will see this guy as an homage, and not as infringement.
There. The hand is drawn.
...now I've got four more angles for this hand to be drawn in, then I'll copy-paste and mirror them for the other hand.
Also, I've added a timer for scoring and convention reasons.
The hands have now been drawn.
Now, I'd better program something that does the math for me to do that polygon-blending trick.
I want to do a magic trick that can morph the polygons from one position to the next. I'm doing the keyframes first, then I'll make them automatically do in-betweens with math.
Drawing fingers in perspective is hard, but it'll be worth the effort.
It doesn't matter if you're drawing in pixels, by hand, or with polygons. Hands are hard to draw, period.
Also not the final boss. Again, I may have gone a bit too far in a few places.
Now that the rigs for this boss are done, I'd better get around to animating them.
Meow.
Tigers are difficult to animate, especially since they have two joints for their hind legs.
Well, it kinda resembles a tiger.
Part of the debugging experience is making sure enemies don't spawn in walls.
...but this is a great way to show off the shotgun in action.
No, this is not the final boss. This is the boss of the last mainline level. There's a difference.
Also, I'm so glad I can pull off stuff like this. There'll be two more forms, though.
There. Another hand angle. It shouldn't have taken me this long, but this isn't my day job.
If I know what I'm doing, I can flip most of that hand, easily.










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