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#21 |
Moderator
Join Date: Apr 2006
Location: Germany
Age: 44
Posts: 4,015
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#22 |
Moderator
Join Date: Apr 2006
Location: Germany
Age: 44
Posts: 4,015
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First post updated:
CD package finished ...will also start with the manual some time soon! |
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#23 |
Registered User
Join Date: Dec 2013
Location: GR
Age: 47
Posts: 1,416
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I think the art is coming from an old snes game I don't remember the name, the conversion to 32 colors isnot the best, looks like 8-10 colors are used for backgrounds. Are you using 16 colors mode?
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#24 | |
Moderator
Join Date: Apr 2006
Location: Germany
Age: 44
Posts: 4,015
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Quote:
Nope, the tilesets are Amiga only (if you leave aside an unknown mobile game) and "licenced" . The conversion is just fine and I´m using a shared 64 colour EHB palette (check out the limitations of Backbone). |
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#25 |
Registered User
Join Date: Dec 2013
Location: GR
Age: 47
Posts: 1,416
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For 64 colors you should get a much better result. You could do 32 and have a faster game because the graphics imo dont do justice to 64 colors.
An example "agony" that's 64. "Ruff n tumble" 32, "turrican 2" 16. Your project is interesting btw. |
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#26 |
Puttymoon inhabitant
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A bit of trolling imo. I like how Tales of Gorluth looks.
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#27 | |
Targ Explorer
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Quote:
From your comments it would appear that you haven't. Before you make any more comments, please try to understand the context of this thread. It is very rude to jump into the middle of a conversation and make irrelevant comparisons and criticisms. |
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#28 |
2 contact me: email only!
Join Date: May 2001
Location: Auckland / New Zealand
Posts: 3,187
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Actually Agony is dual playfield, so 16 colours (actually 15, but 3 are lost due to the scrolling trick so actually 12 per scanline) and then the sprites used for the owl/bullets/rain using another 16 (really 15).
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#29 |
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Join Date: Dec 2013
Location: GR
Age: 47
Posts: 1,416
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There is no trolling I just felt the use of color isnot correct. Should be less saturated in not so important areas eg grass and trees and more saturated to player enemies items houses etc. I feel its less saturated overall and the tones are very close to another.
The trick is to pick lets say 2 palettes of 16 one less saturated for non important things, one more colorful for important sprites, enemies and then some important background lets say some house can use all 32. All should be painted with luminance of colors in mind example you can use a very dark blue to shade a tree which is green many artists did that before. Check speedball 2 that is almost perfect use, using dark colors to the stadium and bright more saturated spots to players, field and items to seperate. Or Chaos Engine, is so perfect using colors it looks impressive even on 16 colors. I like that project, action rpg is something the amiga lacks just suggesting things to improve. I know what backbone is, a game creator program. Last edited by nobody; 16 January 2014 at 11:58. |
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#30 |
Moderator
Join Date: Apr 2006
Location: Germany
Age: 44
Posts: 4,015
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English and German demos are on the way.
We are still working hard on the English release... |
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#31 |
Targ Explorer
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was just thinking about this game. Glad to see a recent sign of life. Happy to assist with any beta testing that needs done on NG Amiga UAE setups...
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#32 |
Moderator
Join Date: Apr 2006
Location: Germany
Age: 44
Posts: 4,015
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Thanks, mate. Will PM you asap.
I´m pretty sure that I´ll have to cancel the 040/060 version. It still crashes (this can´t be fixed ![]() But don´t worry: You´ll still get a nice game. ![]() |
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#33 |
Targ Explorer
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#34 |
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Join Date: Apr 2006
Location: Germany
Age: 44
Posts: 4,015
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1# post updated!
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#35 |
Moderator
Join Date: Apr 2006
Location: Germany
Age: 44
Posts: 4,015
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First post updated!
Translation complete. |
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Tales of Gorluth - Development Thread | viddi | project.Amiga Game Factory | 156 | 17 September 2013 19:52 |
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Tales of Gorluth - Translation Thread | viddi | project.Amiga Game Factory | 20 | 02 August 2013 22:12 |
Duck Tales... | jrom | Games images which need to be WHDified | 4 | 12 December 2004 12:48 |
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