Next up
Still working on it.
There's definitely treasure around here, but it'll still take a while 'til we reach it.
This is literally one of the first cutscenes, after the first level. Like I said, I'd rather do Sega CD-style cutscenes, but this will do.
...it's also the most complete-looking cutscene right now. I thought you'd like a look.
No, this is not the final boss. This is the boss of the last mainline level. There's a difference.
Also, I'm so glad I can pull off stuff like this. There'll be two more forms, though.
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.
...well... This is awkward.
Yes, I CAN make an animated background within a matte, with a shifting color palette. However, I realize this doesn't look like lava, no matter which way you shake it.
...the effect's cool, though.
If there's one thing I learned from looking at the graphics of NES Batman, it's that they put gray highlights with red shading to make metal look a little rusty.
I'll know if I did my job right when I get to actually making the level.
Also not the final boss. Again, I may have gone a bit too far in a few places.
Now that the rigs for this boss are done, I'd better get around to animating them.
Too much?
There are only so many ways to draw starbases, and all of them require a window into space. This one happens to also be a factory.
So it begins.
It doesn't help that the three forms share parts, but not body arrangements, but nobody's perfect.
...hopefully, people will see this guy as an homage, and not as infringement.
Part of the debugging experience is making sure enemies don't spawn in walls.
...but this is a great way to show off the shotgun in action.











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