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It doesn't matter if you're drawing in pixels, by hand, or with polygons. Hands are hard to draw, period.
Behold, blending vertex positions!
Old position + ((number between 0 and 1) * the difference between the old and new position)
This took so much math, it hurts. ...not the CPU, but it sure hurts me to do.
...and I've got four more angles to do this with.
There. The hand is drawn.
...now I've got four more angles for this hand to be drawn in, then I'll copy-paste and mirror them for the other hand.
Also, I've added a timer for scoring and convention reasons.
The hands have now been drawn.
Now, I'd better program something that does the math for me to do that polygon-blending trick.
Well, I was looking through some old files, and found some cool stuff.
I want to do a magic trick that can morph the polygons from one position to the next. I'm doing the keyframes first, then I'll make them automatically do in-betweens with math.
Drawing fingers in perspective is hard, but it'll be worth the effort.
Strangely enough, of all the games I've made .exes of, this is the one that STILL works on my current computer. And sometimes, I realize I made some poor decisions in game design with this one.
There. Another hand angle. It shouldn't have taken me this long, but this isn't my day job.
If I know what I'm doing, I can flip most of that hand, easily.
I probably should continue work on the final boss, but I wanted to show you what else I've been working on with this game.
Title menus are really important for home releases, and Game Overs are for less casual gamers.
I forgot I designed the auctioneer recently. If there are robot maids, there are robot butlers, too.
...and yes, I did get inspiration from Jughead. What was your first clue?










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