Next up
Okay, the bed's a bit bigger. There are other details I need to correct as well.
Sadly, the reunion between Pinafore and a conscious Timothy will have to wait.
This will be the last Bonus Stage I'll make for the game, because all the others are already developed.
Hopefully, there'll be more than dodging space potatoes, and I'll fix the HUD to not be the same one as the racing section.
I just scanned in some artwork. I do a lot of hand-drawing for reference, but there is a bit of a gap between the hand-drawn stuff and the pixel art.
Again, I hand-draw with my left, and do pixels with my right.
Cutscene work begins with drawing backgrounds.
...maybe I made Timothy's hospital bed too small.
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.
We aren't in deep space. We're above the earth. There are no space potatoes above the earth. There's space debris, though.
The real trick now is figuring out what the starbase you're flying into looks like.
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.
Two-level demo for Robot Maid P-NA-4 is here!
...but the game's still not in active development right now.
Nobody's going to mind a time-limited Bonus Stage as long as it's not mandatory to beat it, right?
...and nobody will mind if the developer himself has a hard time with it, either, right?
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.










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