
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.
Next up
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.
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.
To quote George Lucas, "I might have gone a bit too far in a few places."
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.
I don't know if I went too far, or not far enough. The hand-clamps work, but that's not being demonstrated here.
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.
I figured out an easier way to program arranging angles on a rig.
It involves choosing which body part to move, then using the mouse to calculate an angle.
Namely, angle= point_direction(x, y, mouse_x, mouse_y).
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.
This should help speed up the process.
...no guarantees, but until I have an official level-select menu, this'll do.
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.
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