23 November 2016, 09:32 | #1 |
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Which game to do next?
I have two sets of assets ready to use, most probably will use the Red Pill engine. Both are 16 colors but look more because of carefully chosen colors.
The space themed is using 8 colors (!) for sprites for more speed. I already have a working project of the space themed running at good speed 68030/28 mhz (and 68020/14 if only 1-2 enemies active). And is more complete because i have almost all sprites done already. So what is your opinion castle themed or space-metroid like themed? Both games involve exploration, learn abilities to proceed, so will be metroidvania. All graphics were done in Grafx2 this time Last edited by nobody; 09 December 2016 at 17:57. |
23 November 2016, 09:35 | #2 |
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Castle looks more appealing to me...
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23 November 2016, 09:38 | #3 |
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Both are cool looking, i like the Space.
Btw if you go with the space theme, would you make two versions, one for 030 and 020? Maybe reduce screen size may help with speed for 020 owners? |
23 November 2016, 09:45 | #4 | |
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Quote:
I absolutely love the space theme btw |
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23 November 2016, 11:57 | #5 |
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Both are very nice indeed, you have skills! If I had to choose one, I would choose the space layout.
Looking forward to seeing these graphics put to good use in a playable game some time |
23 November 2016, 12:01 | #6 |
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Is already a running Red Pill project, the speed is much more smooth in reality
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23 November 2016, 12:02 | #7 |
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Looking good nobody
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23 November 2016, 12:23 | #8 |
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Nice style! I like both, except:
- castle theme is a bit too dark - that orange outline of "the guy" in the cave theme |
23 November 2016, 12:33 | #9 |
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the orange outline was an artistic choice to make our character to pop up more in front, make him stand out from other sprites and due to using only 8 colors for sprites!
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23 November 2016, 13:35 | #10 |
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I'd go for space.
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23 November 2016, 14:50 | #11 |
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Space looks cool.
Get coder help. |
23 November 2016, 15:53 | #12 |
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Space is more like from MSX game while castle from Amiga, I like them both!
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23 November 2016, 17:55 | #13 |
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Graphics needs little polish but looks interesting, hope this will not be another backbone crapp
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24 November 2016, 00:06 | #14 |
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No way, this editor is miles ahead of backbone. I am just waiting because maybe some things change in the near future so now i am still learning how to do the game mechanics i want in the editor.
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25 November 2016, 08:41 | #15 |
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higher jump and double jump mechanics added
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25 November 2016, 09:47 | #16 |
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Looking good Nobody!
How are you finding Red Pill, any major downfalls, limitations? |
25 November 2016, 09:55 | #17 |
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Major downfalls no, but needs work on the map editor to be able to choose multiple tiles at once, improve the performance and fix some bugs e.g. i have one invinsible door for changing levels when you collide it and for some reason some times it scrolls here and there. But it axes, destroys and completely annihilates backbone and all previous editors i have seen on the Amiga.
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25 November 2016, 10:03 | #18 |
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Yeah backbone was major bug-o-rama i had to give up on it, too frustrating, its time consuming making a game, let alone battling with the game maker all the time!
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25 November 2016, 10:07 | #19 |
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Wow, it looks awesome keep up Your work, You are doing great!
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07 December 2016, 22:14 | #20 |
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New mechanics added, new graphics sets. I felt the first character restricted what i wanted to do so i drawn a new one to see how it feels
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