Well, I don't think getting "closer" to background even makes sense in space.
Well, I don't think getting "closer" to background even makes sense in space.
Pretty sure that's water?
Beware of contrast problems. The "water" ranges from almost black to almost white: what foreground enemies and objects are going to be easily distinguishable in both cases? You might try limiting the use of bright colours (for example, small specular highlights in moving waves and ripples rather than large blobs) to optimize for bright foreground objects.I thought about having important objects in strong colors to circumvent that but you may be right, I think I'd try to get the game to a playable state and see from there.
Nice application of index painting. makes for a cool effect - it'd be great if you can get the engine to dynamically render it rather than have to bake it out as an animation. I'm assuming you used index painting methods on the tiles too?Hi I love your work! If I would know how to make the engine do it I could do much cooler stuff, but I'm just 1 person and a hobbyist artist and programer, I only used dynamic indexing for the tile walls because that's when I found about it(it saved me a lot of time).