mudmask's Recent Forum Activity

  • looking good man.

  • Cryptwalker and varr - thanks guys! Yeah for sure, key areas will have some significant background elements. It's kind of the 'less is more' approach.

  • ha I just voted this on greenlight. nice work!

  • RedBlackSpade I suppose that's the challenge then. I do have a few backgrounds in the works, nothing I've shown yet though, and I don't plan on making them a main feature.

  • brushfe - thanks so much again for the feedback and insight. bclikesyou as well. seriously, it's encouraging to get feedback from guys who really have a feel for the 8bit aesthetic. maybe somewhere deep down, I channeled some battletoads without realizing it

    here's a quick update on the snake boss - trying to come up with a more consistent graphic style (as well as some new behaviors):

    This would be an example of using mainly a 3 color palette with either an extra color in a key area, OR a subtle palette change in a different 8x8 block.

    I had thought about doing some kind of attack mode where it grabs you in its mandibles and drives you into a wall or something...

  • brushfe - thanks so much for the detailed and well thought out feedback. It's really encouraging to have some people watching my project who actually want to see me achieve the best end product possible.

    at one point in my design I was committed to keeping a strict 3 color palette, utilizing the black background for a fourth accentual color. one of the issues I of course ran into was how sprites were obscured when overlapping other elements. why does that matter? maybe because I was born in the 80's.. ha, but as the guys who made Odallus: The Dark Call pointed out, at times key sprites were able to utilize more colors using kind of an overlay technique.

    I figured that was a good compromise, so that's maybe the direction some of my more important sprites are heading in right now (bosses, suit parts). I know it looks more 16 bit (and I'm glad you pointed that out), and I could still roll everything back if I decide that's not the visual direction I want to head in in order to tell this story.

    I did spend a few days thinking about whether to include the shadow specifically on the player, or the highlight, and the highlight won out (for now). for his proportions, black would've added maybe too much contrast, and I felt that the highlights were just a bit more subtle and maybe made it easier to track the player on the screen.

    any more thoughts that you have are totally welcome. I really take a lot of this into heavy consideration. thanks again!

  • ryanrybot - thanks man! trying to make it look very widely appealing. on my list of features, I have that kind of in the maybe zone....

    Quick Update: Playable Build

    http://threesevenhosting.com/builds/mario-template/

    (controls: a,s, arrow keys, touch, and you can even use a gamepad!)

    no music, and sound is some-what temporary at this point.

  • varr - ah thanks man. your project is looking really good. there's definitely more than a few ways to do that.

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  • this is great man. the level assembling effect is great! are you parsing a TMX or something?

  • Working on a Mario - type template.

  • varr that's pretty cool. When the foreground overlaps the player, does the entire foreground fadeout, or just that particular piece?

  • HR78 - thanks for checking it out!

    Here's a quick update - parsed a TMX file for enemy and NPC placement, as well as a mushroom - type power up.

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mudmask

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