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Sorry for the lack of boob this month. I hope my stupid UI design makes up for it. It's also better represents what I'm going for... maybe ? I might change some stuff around on the statues to make them less symmetrical. I can't wait to look at this when my monitor's blue lights come back on and see my colours are completely fucked...

The neon lights represent the sound volume, I felt that was a bit more exciting than just having a number or a volume bar. Mundane things like this are better when you feel like you're being handed a part of the game's universe. Remember the Team Fortress 2 instruction manual that wasn't even a manual, but instead a unique piece of the game's world ? I'm trying to keep that sort of stuff in mind.

The UI took so long, getting this piece of shit and all its components to spawn in at the right coordinates took so much pissing around. The software I'm building this in is great for someone like me who doesn't know a damn thing about writing code and all that nerd shit, but it's so inconvenient and archaic. It's really not built for long-haul projects, however those are just the lemons I have to use to make this lemonade. If something like Freedom Planet, FNAF or all those Sonic fangames can be made with the same tools then my project sure as hell can.

I had to make all the buttons have their own hitboxes because my custom mouse pointer wouldn't behave when it came to hovering over them. This is one of the things I wanted to clean up before releasing a demo. Here's how the mess is looking under the hood: 

It's not the most exciting thing to show off, but it's a job that needs doing. I'm not looking forward to when I have to move it all around again to make room for something else.

Sonic The Pervert wasn't actually made in the same software, that was just a shitty joke. However the Sonic Worlds engine was.

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