AuthorTopic: Mockup Frenzy #8: Megaman!  (Read 255804 times)

Offline Zccc

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Re: Mockup Frenzy #8: Megaman!

Reply #140 on: August 28, 2008, 01:43:37 pm
Oh, I get it... The cutted tiles have too many colors... Im going to delete those cutted beehive tiles and only have square tiles.

Offline xenobond

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Re: Mockup Frenzy #8: Megaman!

Reply #141 on: August 28, 2008, 03:21:07 pm
@Zcc- you've also got one too many colors in the palettes for your sprites. You've got Black-Orange-Yellow-White-Transparent. Unless you plan to have another sprite on top of each enemy to add that extra color. But that'll kill how many you can have on screen. For the hive head buys it would make more sense to give them an extra sprite for the blue tone.

I'd also think about thickening the stripes on those bees. Would probably help them read a bit better, too. Kind of noisy with the 1/1 stripes.

Offline Pietepiet

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Re: Mockup Frenzy #8: Megaman!

Reply #142 on: August 28, 2008, 04:38:11 pm


Still think it's a bit boring. I've already got an idea for the background, but any suggestions as how to spice up the tiles a bit?

Offline Indigo

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Re: Mockup Frenzy #8: Megaman!

Reply #143 on: August 28, 2008, 05:58:24 pm
lol, I've looked at your mockup, ptoing, several times now.  Each time I thought to myself "Cool.  Looks nice, but when is he going to add the characters"  It wasn't untill I realized that pillar was a skinny tiny ladder, then i was like "OOOHH!  *THOSE* are characters?!"

I'm not entirely sure if thats a good thing.  Such a large screen with barely visible/recognizable characters

Offline Helm

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Re: Mockup Frenzy #8: Megaman!

Reply #144 on: August 28, 2008, 06:25:55 pm
Indigo, download and try out DESTRUCTIVATOR :)

Offline ptoing

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Re: Mockup Frenzy #8: Megaman!

Reply #145 on: August 28, 2008, 06:42:03 pm
Haha, thought the exact same thing, Helm. Also of course if you would play it it would be blown up to full screen, and then they would not be that small relatively speaking.
There are no ugly colours, only ugly combinations of colours.

Offline AlexHW

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Re: Mockup Frenzy #8: Megaman!

Reply #146 on: August 28, 2008, 07:02:04 pm
an insect themed game would work well with that small scale style.

Offline Atnas

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Re: Mockup Frenzy #8: Megaman!

Reply #147 on: August 28, 2008, 08:08:06 pm
Jakten I'm really digging that, but his offhand when he shoots looks kind of like a mop, and not a wedge with phalanges.

Offline Rosse

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Re: Mockup Frenzy #8: Megaman!

Reply #148 on: August 28, 2008, 09:10:08 pm
New mockup. It is based on the idea to fake parallax scrolling on a NES and I came up with following idea:

Generic forest tilemap with green, blue and cyan lines at top of the trees. There are sprites simulates gaps between treetops. While scrolling, the green/blue sprites scrolls too, but with a slower speed and the blue/cyan with a even lower speed. The sprite maximum is 6 for the lower and 4 for the upper line. When heavy sprite load on screen, the sprites disappears to prevent slow-down. Enemies won't fly that high, so flickering is no problem.

The red arrows next to the enemies (thx to Zccc for the inspiration) indicates their move direction.

Offline ptoing

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Re: Mockup Frenzy #8: Megaman!

Reply #149 on: August 28, 2008, 09:19:39 pm
I don't think you would have to use sprites for that even. I am quite sure there is some possibility of doing screensplits on the NES.
There are no ugly colours, only ugly combinations of colours.