Next up
(Old footage unfortunately) Made a tweak to the jumping (so the player lands where they jumped from) and added the jumping animation
(Next up is attacking)
"Why are you trying to protect something... if what you're defending can't be saved from the inevitable?"
Obviously, we're nowhere near close to getting proper translators for RTF, but as a start we've (or to be specific, I've) changed the text-based icons for sprites into images, so that you'll be able to tell what it is regardless of language.
Made more art (for a potential midboss this time)
Not sure which color to use though lol (Credit to @GremGar for the initial design)
oh okay! cool
There are some wrongs that just have to be righted.
Rush Coil and Jet will be built into RTF v2A.
Been a while since I drew the guy that saved the video game industry, am i right?
Unfortunately, I had...a bit of trouble uploading this one. You know how the Big N is.
I put further words on that situation in an article.
Made an enemy concept (still working on finalizing the design)
Credit goes to Capcom for this gem lmao
Your cries have been answered- enemies can now be moved by platforms (and soon to be conveyors).
We've also fixed platforms to work in scrolling scenarios.
as a treat (and for your ease), the player physics are now set discreetly inside the hitbox sprite so your brain hurts less
enjoy the late night post
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