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If you're flying over the ocean, it doesn't leave you much choice in what kind of bad guys you fight. They have to fly, too.
What? Did you think all robot maids had jet skis? Of course not. This one takes rides on top of a flying car.
I'm gonna have to draw scene-specific sprites for Pinafore, though. One doesn't simply stand on top of a car and not have that hair flap.
I think we did it, boys. Mode 7 can now have scaled sprites to go with it on Game Maker.
Now I just gotta see if there's a way to perfect the perspective system.
Sometimes, the hardest thing when designing a boss is scaling its AI and collision boxes so the player actually stands a chance.
That being said, Clampor's finally implemented, ready to take on this little stretchy lady.
I don't normally do mockups, but since the mockup is in-engine, I'll make an exception. It helps me figure out whether or not drop-shadows (and enemies that move in the background) would be effective in this level.
...I think the answer is "yes".
Two-level demo for Robot Maid P-NA-4 is here!
...but the game's still not in active development right now.
Why does this robot get twin six-shooters? Because these robots can only keep so many missiles, but you never run out of energy blasts from six-shooters.
That, and symmetry, and they look cool.
The ocean is merely a trapezoid, using one tiled surface.
She's not gonna be standing in the water. She'll be standing on something else, floating above it.
I know it isn't a very lady-like pose, but it keeps her stable on a speeding vehicle.
Also, I don't need to animate walking in this section.
My only goal with this bot design was "something with missile launchers". Yeah, they're there. Just not in the hands.
I feel like I combined a Patlabor with Briareos.
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