Game
A Terry Video Game

9 years ago

Updated HUD, HP system, and other collectibles! (including the bunnies)




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I'm getting close in the rigging department. I might need to adjust how the shoulders work, but it's getting there.

Now going through the animation process. This could take a while.

It's kind of a wonder how Treasure managed to pull a front-facing boss moving sideways at least twice.

I decided that the fourth button will be used for switching between using weapons, and not using them. Why? Because it works with the mouse's scroll wheel.

Also, you've got an indicator at the top-left if you've got the gun active or not.

Welcome to Space.

...not much going on here, is there?

Animation testing, again.

I map animations to keyboard buttons, then figure out the AI. Character movement is tied to the animations before adding the AI.

...and that's why I think a fighting-game mode can be programmed in this game.

I didn't want to work on that one boss, so I'm working on the scoring system. Yes, I'm gonna dock points for losing lives.

As for why the old convention level's in the background, it's the easiest level to test.

It's getting closer to being finished.

Even though the 2.5D gimmick was only for that one level, I see no reason to not use it for this boss fight.

Why a chrome sphere for this logo? Because I wanted to.

What happens in the "O" usually changes from game to game. Cybosaurs had Sinistar, Shiro Ninja had , Shiro Ninja Mayhem had Pirate Jack, Dragonian had the cast of Staff of Laria, and so on.

If there's going to be a save feature in my game, I might as well give the players their own kind of Level Select so they can replay it any way they want.

I know I should work on that boss, but still...

The First Two Bosses