Trip
Sorry, but I suck at explaining stuff :P
New vid and background look great. This has definitely got to be one of the first games I play when my Pandora arrives
Vertical Scrolling makes sense, maybe not in every Level but we will see.Amigo Bandito Crujiente said:Well, I believe Marko wants to implement vertical scrolling as well as horizontal scrolling.
This would definitely make it easier to have something to 'fall into' and have it look believable.
as for the colors, I have NO IDEA. I'm just an artist, I'm new to this whole business.
New vid and background look great. This has definitely got to be one of the first games I play when my Pandora arrives
Will there be all levels with this "height" setting over the ground the BG shows us, or are there also Plans for a setting near the Ground - Lava, Water,...whatever?
Does this BG uses 8 Bit or 16+ Bit Colours in the final game?
Very good education lesson. ^^Amigo Bandito Crujiente said:...advanced palette, Parallax and layer explanations...
Exactly. I've suggested some different "altitudes" for more alternation in Level Design. Mountains only are also boring and if there will be some later water or Lava-ground Levels, you have to lower the altitude at all.Amigo Bandito Crujiente said:To maintain the correct 'altitude' all you would see is the tops of the trees, and that would get booooring and look pretty bland.
Thats not a problem in 2D games. You usualy fall to death when falling down out of the screen, even onto flat ground-layers, see Mario, Sonic or Gianas Sisters...Amigo Bandito Crujiente said:The only problem is that that would change a major factor of the gameplay: not falling to a horrible, painful death when you run out of flight energy. I'm hesitant to go any closer to the ground until we get some more enemy diversity.
Just a Sketch.Jourdy288 said:That's pretty great, fusion! I think it needs to be tweaked a bit to fit in with the rest of the backgrounds, but excellent nonetheless.