ztarwuff wrote:Speaking of
Uncle Broadsword
, I'm in the
middle of creating a level with demolition that would be perfect in introducing him. I've currently got
]Scrooge McDuck
in it, as he was the only videogame character I could think up of who
bounces on a sword/stick etc.
However,
Uncle Broadsword
would make a perfect substitute.
After all, nothing says
Uncle Broadsword
like
bursting through a window
.
Failing that, I think his first appearance should definitely start with
him bursting through a window
.
(Geez. It looks like the Government went through my post).
Is this the same one mentioned in the graphics thread? I'll get you an extended sprite sheet of him with walking animations and stuff.
P.S. I'm reminded of something. We aren't going to be doing huge cutscenes outside of levels, right? It would, after all, make far more sense for levels to tell the story.
I'm all for telling the story through more scripted sequences, environmental details, NPC dialogue, etc. That's a big part of why I'm making cinematX and related libraries, to make all those things easier.
Here's a video update I did a few days ago showing some new functionality of the script: you can specify properties of the NPC in the Message field like icons and stuff and the script will display those things for you. You can also define a string to reference that particular NPC in cutscenes and stuff.
Something important that video doesn't demonstrate is that cinematX will let you call routines as either cutscenes or scripted events, so you can choose whether the player maintains control during the whole thing.
EDIT: And the
Broadsword boss battle
still isn't fixed up just yet. Still working on that.