Next up
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.
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.
Three reasons to be going after the treasure:
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.
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.
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.
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.
Still doing cinematics.
It still requires a lot of drawing of new assets, and I just put in that Mode 7 effect for later cutscenes.
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.
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.











2 comments