Game
Belgrad: Curse of the Castle
7 years ago

I'm working on the final boss for the third Belgrad game. Expect it this year.




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As part of making this game, I have to do a lot of animation without a lot of drawing, if you can believe such a thing is possible.

For one of the opening shots, I'd like Pinafore to clean up this photo on the wall, then see her reflection.

Shocking.

Positively shocking.

Testing out a tentacle...

First, I hand-draw it and ink it with a felt-tip pen. Then I scan it, making an HD image. Then I save it as a 16-color BMP, then clean it up and crop it. Then I add color and transparency effects.

For games, I shrink the HD version for the game's window.

As part of the process, I learned that my new dialogue-scrolling system isn't perfect. It's possible to break it if you can push the button faster than humanly possible.

I guess I'd better dig out the Turbo controller for further testing.

Well, this might give you an idea of the kind of scope my cutscenes will go.

I probably should hire voice actors, but I think I'd rather do what I can without money first.

Cutscene work begins with drawing backgrounds.

...maybe I made Timothy's hospital bed too small.

Again, this is more Sierra-styled than Sega CD-styled, but it gets the point across.

It doesn't help that the small-sprite BAC-PAC doesn't exactly pop from this kind of background.

Besides that, I'm making progress.

Screenshots for Belgrad: Curse of the Castle

Trust me, this is part of the process of making cinematics.

If I can't do Sega CD-style, but don't want to resort solely to visual-novel style, I'll take Sierra-Adventure-Game on CD route.