AuthorTopic: Platformer levels  (Read 7873 times)

Offline Gas 13

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Platformer levels

on: June 13, 2006, 06:44:47 am


Thinking about another BG for 2nd mockup and haven't imagined for the 3rd one yet (rocks again? I need 3 levels for BG). Also I would like to add more details on 2nd level (looks too snowy :-\ and needs more colors I suppose)...

Indeas and CnC are very welcome.

Offline InvaderLupus

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Re: Platformer levels

Reply #1 on: June 13, 2006, 06:49:44 am
I like the way these look. I think they have a somewhat distinct style to them, and are pretty damn good.

A few suggestions:

1) Desert needs a bg.
2) In the first one, it seems kind of akward to have all these plants and grass just on the edge of platform. I think that the whole platform should either have less folliage or be covered in grass.

Offline miascugh

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Re: Platformer levels

Reply #2 on: June 13, 2006, 08:49:30 am
oh nice and moody. i'd suggest though, that now that you have the basic tiles for those sets add something theme-specific. you know, like icy slides for the snow one and maybe even geysers, or liane-swinging action and coconut throwing monkeys for the first, crumbly platforms and obstacle-thornbushes for the last.

as for the bg, how about a simple sandy desert, yellowish not red, to avoid monotony, with a light blue sky and if the engine is capable of this some sort of heat haze

Offline Sol

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Re: Platformer levels

Reply #3 on: June 13, 2006, 08:57:50 am
The third one doesnt appear to be a desert at all guys. Looks like a rocky plane, with some vegatation. Definitely signs pointing in another direction.
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Offline miascugh

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Re: Platformer levels

Reply #4 on: June 13, 2006, 09:04:39 am
yes, but i thought it would make a nice contrast color- and moodwise, like a small rock mass in midst of an inhospitable environment like this, offering a little shadow and also little springs here and there. just a thought

edit: i just saw a documentary about the bandiagara cliffs of mali. savanna would look really cool too i guess
« Last Edit: June 13, 2006, 10:32:14 am by miascugh »

Offline Sol

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Re: Platformer levels

Reply #5 on: June 13, 2006, 09:42:12 am
I see what your saying. Kind of makes me want to download some Sonic roms. XD
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Offline Turbo

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Re: Platformer levels

Reply #6 on: June 13, 2006, 12:39:42 pm
Very cool. Love the colors, tiles and backgrounds. That does about cover everything :).

And now, for some crits:

There's a big perspective mismatch on the first picture between the tiles and the background. If the tiles were viewed directly from the side, the bg would be correct, but not in this case. In the second pic, this does not occur, the perspective is correct. The bg makes it look like the level is played in the clouds or high above. For an alternative bg, i'd suggest a big wall of ice, like a glacier or a crack between large bodies of ice.
For a third bg, what i though of immediately was something resembling "Grand Canyon", again big walls of rock. But savannah sounds great, and would be a nice variation from what people are used to seeing in games.

Why are there rocks at the top of ladders? :)

Offline AdamAtomic

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Re: Platformer levels

Reply #7 on: June 13, 2006, 03:24:23 pm
Ditto on the perspective crit, make sure you keep your horizon line near the top of the background.  I think a canyon or some cliffs would make a really badass background for the rocky level.  Awesome stuff!!

Offline st0ven

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Re: Platformer levels

Reply #8 on: June 13, 2006, 07:12:53 pm
hey gas-eh! long time no see brotha.

these look pretty stylish, im already curious who the 'main char is'. the foreground tile elements are looking really snazzy at the moment. I definitely think the forest one has the strongest composition to it all, the colors are well complemented, there is a great atmosphere given off by the simply colored, yet well portrayed background element, it just screams with tastiness.

I think that this same background goodness is a bit lacking in your snowy tileset. id really like to see some sort of awe inspiring sky formation, with some pink/peach hues on a light blue sky to help give it that clear/cold day feel to it. at the moment, unlike the forest background, it looks like the snowy one was some tile art stuck ontop of a flat painted background that was color reduced like one of those casual puzzle games you may or may not have downloaded from the net...meaning that the two are very detached elements, and makes it not as interesting to look at as it otherwise should be.

am very anxious to see what you do with the dirt and stone tile environment :)

Offline Tinygiant

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Re: Platformer levels

Reply #9 on: June 13, 2006, 07:58:06 pm
These really are great, I love the forest something about the colours reminds me of simon the sorcerer. The only comment I can make is it's not clear if the snow background is clouds or mountains.

Really great work.

Offline Aleiav

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Re: Platformer levels

Reply #10 on: June 13, 2006, 08:54:27 pm
The backgrounds look really awesome. I'm curious to see the spriteage. I'm hoping they're made to not get lost in the backgrounds since there's a lot going on here.

Offline Hishnak

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Re: Platformer levels

Reply #11 on: June 13, 2006, 10:43:57 pm
Nice...the only crit I have it that on the forest the BG looks a bit blocky in some places. Like in the lower left corner theres a patch opening to blue sky that has weird right edges. You could smooth it out a bit.

Offline Gas 13

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Re: Platformer levels

Reply #12 on: June 14, 2006, 08:31:16 am
InvaderLupus, "Desert needs a BG" is a nice suggestion but have you read the description? :)  Regarding the other suggestion if you look at all the tiles you will see realism is not the prior goal of this set. Thank you anyway.

miascugh, amazing idea about theme-specific actions. I will definately ask programmer if he able to add this features, thanks. We might realize this idea later since the engine is not ready yet and needs lot of polishing and testing yet. Anyway I will forward this ideas. That would really fresh up the game. Could you give me that "cliffs of mali". I would try to see if it match the foreground. alexey(at)gas13.ru, if you can send them or post below. I have stopped at cave idea so far...

Sol, true, at least I was thinking of canyon rocks.

Turbo, I see what you mean. But I suppose there's no way to fix it. When the character is on the top of the level it looks the same way as the second pic. We have a vertical paralax (not sure if typed right). Thanks for the wall of ice idea. That's what I'm working at now. And that rocks at the top make no sense :) I mean, they could appear anywhere.

AdamAtomic, yep, I see, but I think we will leave it like that.

st0ven, heya bro :) I'm visiting pixelopolis regulary it's just a real pain to search the vocabulary for words I need to describe what I think. Since "OMG!1" and other one liners aren't tolerated here I keep my mouth shut :) The main char is bogee, the one who already appeared in stop the train. I'm just thinking of reworking it but might be leave him as is. Snowy BG will be reworked. I'm following Turbo's idea so far.

Tinygiant, working on the other one. Thanks :) Will search simon the sorcerer in the web...

Aleiav, nice remark, we'll see.

Hishnak, resize artefacts, will fix it.




Eh. What a time consuming action :) Thanks for helping, everyone.