What reason would there be for modelling Impersonators after Cubes? you have to think of these things if you want to make a cohesive world.
You never do seem to stop at one, just look at Gamougg.
There is no way that you can look me in the face and tell me that TG is a well thought out game series.
The only lore fallacy I’d allow is “because ancient magic”.
My argument:
I finished the drawing yesterday. Sorry I forgot to post it. I’ll post the colored version tomorrow hopefully.
Full color version
@nhgcr_for_the_3rd_time, do you think we could actually use these designs for the next CubeTales? Without the anime faces of course, I mostly am talking about the body/armor designs.
Animations updated + EASING + Spring Jump is easier to perform now
I’m starting to use larger land blocks like TSOA. Level 6 and 10 have them so far.
The plasma ball has a new look
common Saint11 W
I think you might want to play Uncharted [3]. It has a lot of desert scenes and I think you could really use it as inspiration. When I get time, I’m gonna replay the whole game for fun and see what makes a desert level(s) so good.
The game is not dead.
Updates:
- New desert BG
- Berserker is bigger now, and gives you less opportunities to attack it
- Cuby’s idle animation improved
- Most projectiles have been updated
The Wiki is still being updated as well, I’m gonna need it.
Ok, a few changes to combat:
- Randomised animations for light attacks
- Both light and heavy attacks cannot be spammed anymore
- I’m considering a combo system
Oh yea and level 7 is a bit lighter on performance now. Just a bit.
Nice! Hold up, let me cook.
Wait what
At least tell me what you’re doing before you do it.
Just gonna make more enemy attack animations
Please leave the reserve animations, they are for us to copy and paste certain variants of objects (in this case, the robots) to make new animations easier.
Edit: I made second attack animations for the Rusher, Blaster, and Gamma. Each one is basically the same general attack as the original animation you made, but different. The Rusher’s new anim is more of a boxing punch, with a right jab followed by a left one (I used similar frame counts to you btw), the Blaster’s adds some arm & eye movement and flips one of the legs horizontally near the end of the animation, and the Gamma’s is the most unique-- first, the bot charges up with green flowing through its body to its cannon, then the green pulses and grows and shoots outward. Normally you’d have to recolor the projectile since the normal one is red and not green, but you don’t have to now because I made the color gradually change to red near the end of the animation so you can use the same projectile.
do you have a copy of this without the fire I might be able to make the fire look more realistic if you don’t want me to that’s fine
I think I can arrange that, don’t use his version, I’ll give you the original.
Try not to make it too realistic though, this is still a simplified art style.