Next up
First you draw parts, then program a rig for animation.
I need to work on the "What does this guy actually do" part.
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 think we did it, boys. Mode 7 can now have scaled sprites to go with it on Game Maker.
Now I just gotta see if there's a way to perfect the perspective system.
I don't know if I went too far, or not far enough. The hand-clamps work, but that's not being demonstrated here.
Why, yes, programming an elephant IS hard. Making its eyes blue is a lot easier, but I'm not doing that.
I also had to make sure it's a robot elephant, specifically, because this is a robot circus, and it's unethical to use real elephants.
Still working on it.
There's definitely treasure around here, but it'll still take a while 'til we reach it.
This should help speed up the process.
...no guarantees, but until I have an official level-select menu, this'll do.
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.
Two-level demo for Robot Maid P-NA-4 is here!
...but the game's still not in active development right now.
...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.
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