Game
Terry's Treasure Trouble!



2 years ago

Three reasons to be going after the treasure:




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First you draw parts, then program a rig for animation.

I need to work on the "What does this guy actually do" part.

...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.

This should help speed up the process.

...no guarantees, but until I have an official level-select menu, this'll do.

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.

Sometimes, the hardest thing when designing a boss is scaling its AI and collision boxes so the player actually stands a chance.

That being said, Clampor's finally implemented, ready to take on this little stretchy lady.

I don't know if I went too far, or not far enough. The hand-clamps work, but that's not being demonstrated here.

I figured out an easier way to program arranging angles on a rig.

It involves choosing which body part to move, then using the mouse to calculate an angle.

Namely, angle= point_direction(x, y, mouse_x, mouse_y).

Two-level demo for Robot Maid P-NA-4 is here!

...but the game's still not in active development right now.

What a bunch of clowns.

Despite anything resembling better judgment, and this not going into any demos, I decided to implement a swinging mechanic.

I got it working. You can control the swing (loosely), and can stretch and retract the arm. It even adds a bit of momentum.