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Yeah, it's just the intro. The length depends on how many of the penguins you rescued, as does the cutscene at the end.
All of them end up with an endless loop of Zoda getting bricked though.
I still crack up every time I see Pengoku do the Kirby dance X3
If you haven't figured out how to rescue the penguins yet, look inside some of the houses. I made the bucket a lot easier to see by putting in on top of carpet this time. The puzzles should be easy once you think about it. Maybe. >.>
Finally starting to work on the stuff AFTER the intro, though @__@
My goal is to have most or all of the game influenced by the choices you make (Including rescuing penguins in the intro), so sometimes it takes a while for me to come up with a branch that I'm happy with.
For example... If you rescued both penguins, I'm thinking of having Pengoku walk up to the one that was injured (and is now near-death), and having him punch him.... which will completely heal him.
Followed by Pengoku striking the Fonz pose and going "eyyyyyyy" :D
I should also at least finish the rest of the cliff tiles in that tileset, as well...
Anyways, I've worked on the intro long enough. Next demo I make will have quite a bit of stuff after the intro. A lot of it is actually already made, and just needs a few tweaks to make it fit in with the world better...
I actually already have the systems for the GIANT ENEMY CRAB almost completely worked out, so I'll try to aim for at least that far before I release another demo... Which means Mitzy, finally! And possibly an entire zelda-style dungeon using the ABS! Maybe not the boss, though... Depends on how lazy I feel. The AI shouldn't be too hard, but I imagine that spriting giant penguin-mechas is a total bitch. >_>;
In fact, I just thought of how I want the whole thing to play out after the swamp... Which means you'll also (finally) be able to go fishing, for one thing. Going to remove the 'cast exactly where the target is' thing and make it 'cast in the general direction of the target' possibly with a force guage, because right now you can pretty much nail fish in the face with every cast, which pretty much nullifies all the things I added to make it more interesting. Also, I want Pengoku to hit a few trees. Or other things.
It also means Mitzy much sooner... and possibly even in the ABS dungeon, depending on how lazy I am. Spell effects are easy to make, but I'd have to sprite attacks and stuff for Mitzy. And figure out how I want to handle weapons because I do NOT want to make seperate sprites for every weapon in the game OUT of battle too... Maybe every weapon TYPE, but not every weapon. It was complete ass just making the default weapon... And I'd need a way to change weapons in the ABS menu, too. Well... Maybe they will have different graphics, now that I think about it. I could use the same method I'm using to sprite the battlers. After you make the sprites for one weapon, you can use that as a template for every weapon of that type. Currently, shields change the effectiveness of the "Guard" option in battle... including the ABS. I'm just gonna lock the ABS one at halving damage because I don't want to bother with shields for it... Or much other than weapons. The problem with making it equipment-dependant is that I'll eventually have to make ways to change ALL your equipment. Even just because it includes magic, I might have to anyways...
Maybe something like a savepoint that calls the equip menu instead of the save menu... I don't know.
Anyways... done rambling now.