gggfhfdh
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« Reply #60 on: June 18, 2014, 05:41:09 AM » |
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regardless i think the solution that sits best w/ me is to either have the initial transparency of the fog set a bit higher, or to lighten up the fog ? ?? like unless this is causing issues re: colorblindness or something i'm not.. sure i agree that taking away a foreground layer that doesn't contribute to "gameplay functionality" for a background layer that *also* doesnt contribute to that really solves anything
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Rebusmind
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« Reply #61 on: June 18, 2014, 05:58:59 AM » |
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The difference is that the foreground layer takes something away from the player and therefore might confuse him, while the background layer doesn't do that (if done right). It's probably just nit-picking, though, but I think it might help the overall accessibility.
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gggfhfdh
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« Reply #62 on: June 18, 2014, 06:19:47 AM » |
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okay yeah i can see that
i'm working on finishing up this tileset today so i can definitely use that as an opportunity to try something out at least
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Netsu
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« Reply #63 on: June 18, 2014, 07:02:51 AM » |
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I just think the tiles and the space backdrop are too pretty to obscure with a fog that really isn't
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absolute8
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« Reply #64 on: June 18, 2014, 08:56:46 AM » |
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I'm not a big fan of the fog. Seems unnecessary in space and occludes the pretty colors.
I agree with this guy.
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Zack Bell
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« Reply #65 on: June 18, 2014, 10:40:20 AM » |
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I'm going to chime in again. One, the fog moves. It tiles both vertically/horizontally so it isn't just covering anything the entire time. Two, it looks great in context. I'm sure I'll have GIFs up soon.
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absolute8
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« Reply #66 on: June 18, 2014, 11:47:53 AM » |
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I'm going to chime in again. One, the fog moves. It tiles both vertically/horizontally so it isn't just covering anything the entire time. Two, it looks great in context. I'm sure I'll have GIFs up soon.
Dat confidence. Alright, guy, let's see those gifs
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and
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« Reply #67 on: June 18, 2014, 01:04:57 PM » |
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This looks great! Love the mechanic and it looks really good just with the simple effects for the teleport lines and the way you've done the movement. If you can find more ways to exploit that mechanic I reckon this can be a lot more than just a little game.
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SUPER 91
Level 0
Make games, not enemies.
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« Reply #68 on: June 18, 2014, 02:18:08 PM » |
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This looks great! Love the mechanic and it looks really good just with the simple effects for the teleport lines and the way you've done the movement. If you can find more ways to exploit that mechanic I reckon this can be a lot more than just a little game.
Thanks, man. I have a lot planned at this point. The game is still on the small side, but more in the way that Mario or Meatboy might be called small. It's simple, but will have a decent amount of content and mechanics. I'm going to chime in again. One, the fog moves. It tiles both vertically/horizontally so it isn't just covering anything the entire time. Two, it looks great in context. I'm sure I'll have GIFs up soon.
Dat confidence. Alright, guy, let's see those gifs I apologize for the simple tiling. We updated the tile sheet with a bunch of stuff and I just wanted to quickly throw it together. The fogs alpha will decrease from level to level. As you can see here, it's more of an effect than a huge visual piece and this is still a very early level.
EDIT: Fuck you, Tumblr.
Btw, I appreciate the loads of composers messaging me on here. I haven't been checking the SUPER 91 account often enough. I'll get back to you all when I can!
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« Last Edit: June 18, 2014, 02:30:10 PM by SUPER 91 »
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Rebusmind
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« Reply #69 on: June 19, 2014, 12:01:00 AM » |
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I have to admit, the fog looks pretty cool in that gif. But it also looks like a background effect, to be honest. ^^ Keep it up, really love this project so far.
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lionfish
Guest
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« Reply #70 on: June 19, 2014, 04:10:42 AM » |
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This is looking great. Good job!
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Netsu
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« Reply #72 on: June 19, 2014, 06:47:02 AM » |
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I agree, looks great when it's in motion and more transparent
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Zack Bell
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« Reply #73 on: June 19, 2014, 09:36:16 AM » |
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I have to admit, the fog looks pretty cool in that gif. But it also looks like a background effect, to be honest. ^^ Keep it up, really love this project so far. This is looking great. Good job!
The fog does create a nice sense of immersion now that I see it in motion. The mild obscuring of the graphics only heightens the anticipation of finally seeing the colors in their full glory. Good aesthetic! Here, take my money I agree, looks great when it's in motion and more transparent Thanks, guys! I'm coding some time-trial and challenge related stuff. Hunter is working on some enemy designs for world one. More pretty and info soon to come.
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« Reply #74 on: June 19, 2014, 09:41:32 AM » |
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Yeah I REALLY like the fog effect in motion, it just adds some nice movement and interest in there that players probably won't notice quite as much when they're focussed on the gameplay rather than staring at screenshots Also, I would class Meat Boy or Mario as small sized games - they're pretty much the perfect size of game for me!
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Zack Bell
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« Reply #75 on: June 19, 2014, 10:19:06 AM » |
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...
Also, I would class Meat Boy or Mario as small sized games - they're pretty much the perfect size of game for me!
Good to know! As of now, there will be five worlds in SUPER III. Each world will have 'x' levels that each include 'y' missions. It looks like it could end up being anywhere between 100 and 400 missions long
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Rat Casket
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« Reply #76 on: June 19, 2014, 10:21:03 AM » |
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"couple months max" he says
"400 missions" he says
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AleHitti
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« Reply #77 on: June 19, 2014, 10:29:27 AM » |
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"couple months max" he says
"400 missions" he says
6.6 missions per day. Challenge accepted?
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Zack Bell
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« Reply #78 on: June 19, 2014, 10:34:01 AM » |
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"couple months max" he says
"400 missions" he says
That's why I like the mission system. It's essentially 100 levels with four variations each. "Get to the goal", time trial, collect miscellaneous coins or whatever, and some dark world or challenge variation.
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Rat Casket
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« Reply #79 on: June 19, 2014, 10:46:15 AM » |
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I'm just givin' ya shit.
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