
Whoooooa, we're halfway there!
...in terms of cutscenes.
Next up
Line work first, then shading.
Also, if you're asking "where's her hair?", that's gonna animate separately.
I might have to put this in a little black box on-screen, but that's no problem for me.
The way her telescopic arms work has always been fudged in-game and in art, so I'm wondering if I should animate Pinafore cleaning the family portrait with this sprite-chain arm.
As the first major cutscene, I have to show the scale without going crazy with drawing too much.
As such, these two DemoBots up front do a bit of acting, and we never see them again.
Shocking.
Positively shocking.
Plan B for this sequence.
Now with real-time cleaning action, and a stretching sprite for the arm.
Still doing cinematics.
It still requires a lot of drawing of new assets, and I just put in that Mode 7 effect for later cutscenes.
There. One sequence dedicated to the phrase "Breathe it in" has been animated.
It was either gonna be this, or a text box going "*sniiiifffffffff* Ahhhhh."
The hair might need work, though.
The DemoBots need graphics for cutscenes, too. Yes, they become a joke as the game progresses, but they're a natural enemy for a robot maid.
Well, this might give you an idea of the kind of scope my cutscenes will go.
I probably should hire voice actors, but I think I'd rather do what I can without money first.
Some big motions require big animation.
The least I can do is try to get the big motions right before drawing all the other details.










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