[DAY 013] Working a little more on the first enemy. Created a back door, the henchman now can shoot and the grenades!
I need to create the henchman resting, tho... and make a separated layer.
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@roadvixen
[DAY 013] Working a little more on the first enemy. Created a back door, the henchman now can shoot and the grenades!
I need to create the henchman resting, tho... and make a separated layer.

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[DAY 012] And here comes a new enemy!! I made a gangster car, based on a "Packard", including henchman in the window trying to shoot down Vixen.
Already did a little animation for when it's driving. Tho I still need to make when it's hit and exploding.
Also include a back door to throw grenades, but I didn't make the animation yet, just next week. I still need to make the grenade sprite hahah
[DAY 011] Lots and lots of new FX for the game! I think I am done with the main car. Should I move forward on art or coding? I think I’ll try to do at least one enemy.
Starting to look for references right now!
I need to remember I still have to make a HUD…
[DAY 010] And here we are with probably the last gameplay test I'll make. From now on the things I'll create will not affect what I have being doing so far.
So no more gameplay tests, now I'll make everything separated from the car and they will be attached to it on the game engine.
Some animation missing [shooting, getting hit, smoke, exploding and jumping], but I'll think about them now and later start working on the enemies.
I also considered changing the background and give some more detail, but I don't have to do right now. And I also want to make other weapons like missiles and lasers for the car.
[DAY 009] YEP! Now the car can teleport! I think I have came up with a cool and weird idea to fix the change of lanes between the road and the river.
The car will teleporte to just a little above those two and land. I liked because it's weird and kind of help with the idea of anachronistic car and "neo deco" [art deco with future technology, like Neo Noir].

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[DAY 008] Fixed the transformation/jump/landing from the road mode to the hover mode. Added some FX yet again I forgot the machine guns in the front haha oh well, maybe tomorrow.
Also made the circle of water that appears when the car goes from the river to the road again, but I didn't put. I'll use just during the coding. Too much work animating this all.
Also I have made the jump animation when car don't leave the water, but I don't need to show, it's pretty much the animation above. I think the river parts are done!
[DAY 007] Thanks to the help of my friend Trevis I have come up with a better wave cycle for the river parts of the game. I also have changed the car mode, the wheels now stay in +- 30º and they have a separated cycle from the car.
This version still don't have the guns, but I have created on it. When I start making the sprite and cycles it will be included.
Now I need to animate the jump[from road] and landing[on water].
After that I need jump[on river], jump[from river] and landing[on road].
Lots of animation cycles hahah I want this game to be very pretty, even if the mechanics are really simple.
[DAY 006] Animation test for the basic gameplay. Still need to fix a few things, but that will come later and during coding. For now I think the game is moving forward nicely.
I have also added a few effects to the car jumping and landing. I'll post a better gif soon, when I start making the sprites.
That jump back to the road and the road landing are awful, need to make a lot better when I start coding.
[DAY 005] I really can't decide if I want the car sidescroller or in a wide angle. I liked how he turned out, but animating is WAY better in the sidescroller.
May I should keep the sidescroller style from a few days ago. To solve this issue I decided that the car will not only jump as Speed Racer, but it will have a hover mode, like the DeLorean from Back to the Future. This way I can give the game mode gameplay space, allowing the player to jump down to the river to fight boats and also fly a little [like when fighting a boss]
Also did the jump/hover animation.
[DAY 004] Decided to go back to the old angle. Feels better for the game play, but it's really hard to draw the cars. I'm having to model the cars in 3D, save the image and them draw in Illustrator.
I'm not sure about it, don't know if I feel ok with the new car. But the previous angle of camera would limit a lot the level design.

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[DAY 003] Yeah! Made a lot of buildings for the game! Later I will try to make even more! Them color all of them, maybe some highlights and shadows and other stuff to make look better haha
I also made a new gif! Trying something different, a new angle. But I don't think it's a good idea, doesn't look too much game friendly. Maybe I'll use this on Noir Theatre, but for this mini-game I'll use other camera angle.
[DAY 002] Reworked some of the background color, applied some color balance using Magenta and Blue as my friend Colt awesomely did. I really really liked how everything turns out.
I just didn't liked all that color in the foreground. The buildings are too bright, I think some darker color will be applied. Also I need to create a bigger variety of buildings and assets for this.
MORE WORK ON THE WAY, STAY TUNED!!
Bye!
[DAY 001] And a new project begins!! No name yet, since I am focusing on getting to look cooler. Those other details will come with time hahah
At first it was going to be a motor/speed boat shooter, but I wasn't liking it of how things where going. Decided to turn into a 1930s based car shooter, like some road rash/mad max crossover.
Probably this will turn into a game part of Noir Theatre, but for now is a stand alone shooter, at least to see if the mechanics works fine.
Above you can see the first attempts of colors. I wasn't very happy with it so I decided to ask on twitter, facebook and instagram for help. And it was awesome. I felt great with all the attention and tips and advice and it was really cool.
Now I'll be studying everything my friends told me and try to find a nicer look for it.
Bye!