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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?
What's taking me so long? Designing assets for the volcano level. Also, allergies.
Boom boom acka-lacka-lacka boom, boom boom acka-lacka boom boom.
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.
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.
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.
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.
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.
I made an up-to-date trailer for Terry's Treasure Trouble!
You know, in case it wasn't clear what kind of game this is.
Cutscene work begins with drawing backgrounds.
...maybe I made Timothy's hospital bed too small.
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.











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