New screen, I have improved the graphcis a lot - Mariusz Kowalczyk - GameDev.net

New screen, I have improved the graphcis a lot

Published October 04, 2018
Advertisement

Let me know what you think. The graphics are 100% under the NES restrictions (I will use these restrictions in the whole game, except some minor rules like flicking sprites when more than 8 per scanline etc.)

Follow my progress here: http://www.unusualsoft.com/

Vampire_vs_Devil_screen002.png

3 likes 0 comments

Comments

Awoken

I like it a lot.  

October 04, 2018 10:31 PM
Septopus

Nice work! 

Just a suggestion, take it or leave it.  I would change either the black(in between the gray bricks, the mortar area) in the foreground(walking surfaces/etc) to a noticeably different shade of "black/gray" from the backgrounds negative spaces, or the other way around.  The negative spaces of the two different "zones" seems to melt together for my eyes and it makes the whole scene look a little busy and undefined.

October 05, 2018 12:57 AM
Septopus

By busy, I mean that my eyes are drawn to each and every gray brick that's sitting in a completely black space, makes me wonder if it isn't interactive or something.  Can you punch through the walls or anything?  That might be a good enough reason to keep it as it is... ;)

October 05, 2018 01:03 AM
TraderJones

Nice job man, I like it. It definitely has the old school NES feel to it. What are your plans for the game, like what ideas do you have so far? You did splendid on the graphics my friend.

October 05, 2018 05:19 AM
Mariusz Kowalczyk
7 hours ago, Septopus said:

Nice work! 

Just a suggestion, take it or leave it.  I would change either the black(in between the gray bricks, the mortar area) in the foreground(walking surfaces/etc) to a noticeably different shade of "black/gray" from the backgrounds negative spaces, or the other way around.  The negative spaces of the two different "zones" seems to melt together for my eyes and it makes the whole scene look a little busy and undefined.

Thank you for your and other people's comments, I appreciate it a lot. I have tried what you suggested but it's impossible on the NES. There are only a very few shades of gray in the NES palette plus every sprite in the background can have 4 colors (in my scene it is black + 3 other colors). Plus I think even if I would use any gray I want and broke the NES restrictions, the bricks would lose the definition and overall the scene would lose the dark feeling.

October 05, 2018 08:09 AM
Mariusz Kowalczyk
3 hours ago, TraderJones said:

Nice job man, I like it. It definitely has the old school NES feel to it. What are your plans for the game, like what ideas do you have so far? You did splendid on the graphics my friend.

Thank you for your comments. The idea at the moment is as follows: You use 3 buttons to control the main character: left, right, jump. You can not shoot and you will probably be able to destroy enemies by jumping on them. You can wall jump and control the height of your jump.

The feeling of the game can be compared to Super Meatboy I think. You will have to use the jumping and the wall jumping a lot in a very different and creative ways. I want there to be about 5 or 6 places with different graphics, at the end of each place you will have to fight a boss.

Many levels will be nonlinear, you will be able to pick 1 of 2 or sometimes maybe even 3 different pathes. One will be easier but longer and the other ones will be much more difficult but faster. I want to implement timers for speedrunners and design the levels in a way that will let speedrunners try many different ways to improve the game time on each level. Walljumping will open a lot of strategy when it comes to time, I want to let people who like speedrunning to be able to find a lot of nuances on every level and use it to improve their timing.

There will be a simple plot in the game too including cutscenes (but only a few). I want this game to have a dark feeling (like Castlevania or Batman games on NES).

I will also try to gain some little amount of $ on indiegogo to help me finishing the game (I would for example try to make the NES music myself too or buy it frome some experienced person) and to promote it at the same time.

October 05, 2018 08:25 AM
Septopus
7 hours ago, Mariusz Kowalczyk said:

I have tried what you suggested but it's impossible on the NES.

Oh well, I was afraid that might be the case.  It looks amazing, I may have understated that part in providing my critique. ;)

October 05, 2018 04:10 PM
You must log in to join the conversation.
Don't have a GameDev.net account? Sign up!
Advertisement
Advertisement