Whack a Mole is coming along, slowly and is getting there. It has been tough for me for a couple of weeks getting back to animation and trying to get the work done for the Alpha version. I think I am ahead of schedule.
For the first time, I have used the Symbol option in Illustrator and it makes sense to me to use and why have I not used this thing before. My second and third year group projects would have gone so much quicker and easier had I implemented that method. Now, I have used it, I feel I cannot go back and feel a little bit of an idiot. If my friend Jamie finds out about this, I would never live it down.
Then the last few days I have been getting back into using Flash for the animations and Considering it has been about a year since I last used it, I have done well not to forget too much. However those animations are not ready to show.
A second pass of the Mallet, the team preferred the first version of the mallet shape and I stuck with it. It looks better than the previous version.
The Juggernaut mole armor, this was a little headache to do, as after creating the armor, it was too big for the sprite sheet, however it has been rectified. Reminds me of Battle Armor He-Man and Battle Armor. Skeletor. At the start, I thought this was going to be difficult to implement into the game and animation. However, I think it is going to be done.
A few menu buttons and signs. May need to think about it a little more about. I must change that font, however for the time being, I shall leave it.
Still not a hundred percent happy. But I shall work on the game background and implement that in the next version and improve on them. I think the blue is too strong and there is no proper background, I think that is what I will have to do, yer, I think the blue is killing it. The image on the far right, is just not right, the heads just floating there.
I still like the silhouette of the Moles, I may do a couple of variations of that.