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If there's one thing I learned from looking at the graphics of NES Batman, it's that they put gray highlights with red shading to make metal look a little rusty.
I'll know if I did my job right when I get to actually making the level.
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.
This is literally one of the first cutscenes, after the first level. Like I said, I'd rather do Sega CD-style cutscenes, but this will do.
...it's also the most complete-looking cutscene right now. I thought you'd like a look.
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.
Meow.
Tigers are difficult to animate, especially since they have two joints for their hind legs.
Well, it kinda resembles a tiger.
Testing out a tentacle...
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.
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.
What do you do when one enemy type you used before doesn't show up well on your new level's background?
Draw new graphics.
It's a good thing the previous variation was already skeletal, so I can just give it skin and swim trunks.
Screenshots for Belgrad: Curse of the Castle










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