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Posted: Fri Jul 22, 2016 3:54 pm |
Not at all. I think it's very interesting to get some discussion about colour and palette usage going. I feel it's a topic that falls by the wayside way too often, even though a well-constructed palette can have an enormous impact on the atmosphere a level conveys. |
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Posted: Mon Jul 25, 2016 10:41 pm |
The first forest level is almost completed and thanks to Calindro, we now have a moon roughly staying at it's place in the background + moving slightly as you progress through the level.
I uploaded an animation of it to giphy, if you are interested: https://giphy.com/gifs/gamedev-sega-master-system-l0MYHOjW0eUKjea7C |
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Posted: Tue Jul 26, 2016 5:57 am |
It doesn't really make sense to have moving stars though... | |
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Posted: Tue Jul 26, 2016 8:27 am |
I agree completely. And it get's really difficult when you either have too much to choose from, or too little but it's a very rewarding thing if you finally settle on a suitable one :) @Maxim: You're right. I didn't even notice it myself. We'll find a solution for that! |
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Posted: Tue Jul 26, 2016 12:19 pm |
The stage is looking really good.
The moving star didn't really bothered me, despite Maxim being right and that they really shouldn't be moving, so in case it is too difficult to change that, i don't think it detracts from the look of the stage. |
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Posted: Tue Jul 26, 2016 12:43 pm |
Yeah, he is totally right. But until he mentioned it, it did not really bother me, too. We will look into that. Thanks for all the feedback :) | |
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Posted: Tue Jul 26, 2016 10:42 pm |
This is fixed now. |
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Posted: Tue Jul 26, 2016 11:48 pm |
Your game looks really beautiful and it gets better and better =)
I hope you will finish it, I like the idea of the different level designs; the fact that it plays inside and outside, in caves and under the stars^^ |
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Posted: Thu Jul 28, 2016 9:53 pm |
Hey Gordman, thanks again! :) We are aiming for a balanced set of levels, much like AKiMW did, but with more platforming. And most of them will be outdoors.
Right now we try to rework some of the older levels to look a little better, but we have to try out several ideas. |
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Posted: Wed Nov 16, 2016 12:16 pm |
We took a creative break but are now back at work again. First steps were fixing, polishing and adding some minor stuff and adding a completely new level (codenamed "junkyard") as well as finally writing the complete story down.
I updated some of the screenshots of the original post and hope to present a milestone real soon. |
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Cool!
Posted: Wed Nov 16, 2016 4:15 pm
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Nice to hear that badsector! I like the junkyard, what kind of enemies will await the hero at such a place?..^^
Here is a picture of a gift that you will receive when we meet each other next time. It was going to be a surprise, but I thought that it´s a good opportunity to show it to you. |
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Posted: Wed Nov 16, 2016 9:47 pm |
Until now we have just one completely new enemy for the junkyard, maybe there will be another one later. Oh, and one enemy is coming back from earlier levels.
Hey, this looks very, very nice. Hope to get it real soon :) |
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Posted: Mon Apr 10, 2017 8:19 pm |
Just wanted you guys to know that the project is not dead. I would really like to show you some of the new stuff, but I do not want to spoil it for you (yet). So here is a short recording of one of the levels you already know (now with fixed stars).
http://imgur.com/a/nonMU |
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Revo
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Posted: Mon Apr 10, 2017 10:10 pm |
Amazing mushroom! | |
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Posted: Tue Apr 11, 2017 11:16 am |
I love that level =D | |
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Posted: Tue Apr 11, 2017 5:08 pm |
Glad to hear that. Looks terrific. |
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Posted: Mon Nov 27, 2017 10:29 pm |
Hey guys,
We took the last 6 months off and played a ton of Splatoon 2 😁 Anyways, we're back at it, so here's a little sneak peak of what I've been up to lately. Just click the image to see the animation. Cheers, Philipp |
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Posted: Mon Nov 27, 2017 11:38 pm |
Nice to see ya back in action guys :D
It seems that this new dude is in a bad mood, I like him :D |
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Posted: Sat Dec 02, 2017 2:04 pm |
Really looking forward to this. The demo was excellent and the art is amazing. | |
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Posted: Sun Dec 03, 2017 11:47 am |
Thanks guys! :)
When we pretty much stopped working on the game 6 months ago it felt like there's so much stuff still ahead and finishing the whole thing felt so far away. Now that we got back around to it, the things we thought would suck so bad to implement actually went really quick. What I'm saying is, sometimes it's better to take a break and come back with a fresh pair of eyes and a lot of motivation than to drag on for months, feeling bad about not making any meaningful progress. So, yeah, it's good to be back in action Gordman :) |
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