Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

 
Advanced search

998024 Posts in 39133 Topics- by 30539 Members - Latest Member: bigalphillips

April 17, 2014, 07:27:03 AM
TIGSource ForumsFeedbackDevLogsTower of the Gorillion
Pages: 1 2 [3]
Print
Author Topic: Tower of the Gorillion  (Read 6444 times)
circuiton
Level 0
**



View Profile WWW Email
« Reply #30 on: February 01, 2013, 08:06:17 PM »

Screenshot Saturday update:

New tutorial level:


Updated some tiles and colours in Ruins:


Updated tiles in Desert, and sort of explanation of how the Desert's gimmick works.

When one player moves, his whole layer scrolls with him, but does not affect the other player.

This means that blocks that interact with both layers can be seen twice:


Update to the demo version will go up soon too, with updated tiles, slightly updated layout, and with slightly closer to true fullscreen mode (will detect if your screen is big enough for 3x or 4x zoom and adjust accordingly).
Logged

circuiton
Level 0
**



View Profile WWW Email
« Reply #31 on: February 02, 2013, 01:06:19 PM »

Which of these two looks better?



Or, what about this? Entertaining the idea of having the background layer tiles with blacked out center to make it completely and totally unmistakable.



Any opinions? I've been staring at this game for so long I can't tell what's confusing and what isn't anymore. It's second-nature to me.
« Last Edit: February 02, 2013, 02:05:54 PM by circuiton » Logged

rickardwestman
Level 1
*


--- Visiontrick Media --- P A V I L I O N


View Profile WWW
« Reply #32 on: February 02, 2013, 02:11:56 PM »

Hey man. I really like the gameplay idea behind the desert world. Kind of reminds me of the mindset of Braid where each world has a specific rule/law of nature. If you haven't listened to the Jonathan Blow talk on Braid I would strongly recommend it.

Otherwise. I am sorry for butchering your graphics, but it felt easier to show it than explain it. Maybe you have tried it something similar to what I have done. I basically just chose two different colors for the levels and then had the more saturated colours in the foreground. Maybe this test could give you a fresh view or some good ideas.
 
Logged

P A V I L I O N
www.inthepavilion.com
P O R T F O L I O
www.rickardwestman.com
circuiton
Level 0
**



View Profile WWW Email
« Reply #33 on: February 02, 2013, 02:19:15 PM »

Hey man. I really like the gameplay idea behind the desert world. Kind of reminds me of the mindset of Braid where each world has a specific rule/law of nature. If you haven't listened to the Jonathan Blow talk on Braid I would strongly recommend it.

Otherwise. I am sorry for butchering your graphics, but it felt easier to show it than explain it. Maybe you have tried it something similar to what I have done. I basically just chose two different colors for the levels and then had the more saturated colours in the foreground. Maybe this test could give you a fresh view or some good ideas.
 

I guess it is a bit like Braid in that each world has its own mechanic, but I don't know if it's quite as extreme as some of Braid's.

Your edit with the much more strongly contrasting colours looks pretty cool actually. Maybe it's time to experiment with each level not being quite so monochromatic.

Thanks!
Logged

editmode
Level 0
**



View Profile
« Reply #34 on: February 20, 2013, 08:41:18 PM »

The switching mechanic is cool, but when I'm playing as Gewalt I still find myself aiming for the foreground Grimmer platforms when jumping. That's a sticky point with this mechanic, as players have to retrain their brains to aim for the background elements when playing as Gewalt. Then when I switch back to Grimmer, my first jump is to the background layer sometimes. There's a bit of spatial reasoning gymnastics going on which creates friction, at least for me.

Here's an idea to mitigate that:

What about when you switch to Gewalt, the foreground elements (the Grimmer layer) change tiles to the background set, and the background tileset switches to the foreground tile set, so the player is always aiming for the foreground elements when platforming. This could also prove confusing, but maybe worth a shot.
Logged

UFO Dad coming soon!
Belimoth
Level 10
*****


high-heeled cyberbully


View Profile
« Reply #35 on: February 20, 2013, 09:13:17 PM »

Good idea but it eliminates the option of 2-player mode.
Logged

editmode
Level 0
**



View Profile
« Reply #36 on: February 20, 2013, 10:26:18 PM »

Good idea but it eliminates the option of 2-player mode.

Fair enough, I didn't see that there was a two player option.

Another thing, and this is very minor right now - Grimmer's idle pose doesn't fit the sword swinging anim, he's leaning back too much in the former, his upper body should be leaning forward more. Shifting his upper body, or even just his head a few pixels over would help with this.

Looking forward to seeing how this continues to develop, good work.
Logged

UFO Dad coming soon!
circuiton
Level 0
**



View Profile WWW Email
« Reply #37 on: February 21, 2013, 08:13:51 AM »

We decided to use a sort of blacked-out background layer to both make it much more obvious and feel like Gewalt is on the back-side of the ruins.



What do you guys think?
Logged

Belimoth
Level 10
*****


high-heeled cyberbully


View Profile
« Reply #38 on: February 21, 2013, 08:25:46 AM »

What do the ladders look like? Blocks? Looks good, but I think the background layer in that example could use a little more green or something to separate it hue-wise.
Logged

RetsamugA
Level 0
***


indie game developer agumaster-games.blogspot.com


View Profile WWW
« Reply #39 on: February 21, 2013, 10:02:19 AM »

I LOVE THIS GAME! the retro graphics are really nice, and the gameplay is great
Logged

world is full of invisible beautiful things
absolute8
Level 0
**



View Profile WWW Email
« Reply #40 on: March 06, 2013, 11:16:49 AM »

Looks amazing! Keep up the good work! I was surprised to see you switch from the gameboy palette but the color is looking amazing.
Logged

Connor
Level 4
****


Programmer of the jasper chronicles


View Profile WWW Email
« Reply #41 on: March 06, 2013, 11:21:52 AM »

whats with the girrafes?
Logged

Firearrow games
www.firearrowgames.com
Pages: 1 2 [3]
Print
Jump to:  

Theme orange-lt created by panic