@milokey
Thanks for the suggestions, links, and especially the edit. The bars/pipes on the walls was a good touch. I didn't consider attaching 2d sprites in parallax to those. And, to answer your question, yes, I'm using 2d tiles on 3d platforms. I prefer not to have visible 3d geometry to do platforms of any kind (outside the main floor areas). I'd like to keep the style as close to SNES as possible (i.e. flat sprites and multiple background/foreground elements w/various parallax).
Part of me is thinking that two tiles deep is probably as far into the 3d depth as I should go for the main playable area (at least for anything complex). As it stands, the 4 tiles deep I have right now seem to be a bit difficult to populate with details convincingly. What do you think?
@Cyangmou
I loved mischief makers! It was a very under-appreciated game imo. Had a lot going for it, and it was very enjoyable. It tried a lot of new stuff for its time. I would say it even rivaled some of nintendo's most well designed platformers as far as creativity and gameplay variety was concerned. Nice stuff. Taught me how one could offer a lot of varied gameplay with only a very small set of rules and movesets (all the main character could do was throw stuff after all
).
I didn't, however, use it for inspiration as I probably should have for this. There were a lot of sprites and almost zero actual 3d geometry on most platforming-styled levels (aside from the parallaxed foreground/background elements). I've considered ditching the 3d block effect altogether in favor of a more mischief makers' style 3d, but I've come up with some cool designs using the full-on-3d and parallax effects. I've given up a lot of 2d freedom doing this though, and so I'm trying to think of ways I can accommodate for that tradeoff that will still offer cool-looking levels without the lush forests and grassy poofs that hang off the edge of rocky terrain.
Are those tileset placeholder? I hope so because they are from Metroid fusion.
Yup. I was using these because they're the closest thing I could find in pixel form to what I was envisioning and didn't feel like wasting the time pixel-ing an entire level idea that I had to abandon in the case that I couldn't find a way to make it all work in 3d.