Comments: 25
kheftel [2015-05-29 18:56:31 +0000 UTC]
parallax = awesome
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Michirin9801 [2015-02-03 13:44:10 +0000 UTC]
Wooh! 4 Layers of Parallax scrolling backgrounds!
Looks amazing ^^
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Michirin9801 In reply to JustinGameDesign [2015-02-16 22:03:42 +0000 UTC]
I think 4 is good enough... I mean, the GBA had 4 BG layers and that thing is like a little 2D powerhouse (aside from the low resolution)
The Super Nintendo had 3 BG layers and the Genesis/Megadrive had 2, and both did parallax scrolling exceptionally well (you know, there are tricks to make parallax with a single BG layer)
So yeah, while I don't see a problem with it having 5, I don't think it's necessary...
Another thing I noticed is that the resolution ย of your game is very similar to the 3DS's resolution, just crop 16 pixels vertically and horizontally and it would fit perfectly inside of the 3DS's screen, is there a reason for that? Just wondering...
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JustinGameDesign In reply to Michirin9801 [2015-02-24 23:38:06 +0000 UTC]
I didn't know that it was close to the 3DS resolution, which I guess is 400x240.
ย I chose 416x256 because it basically fills my computer screen at around 4x resolution and it works really well for showing two floors of a building per screen.
See: justingamedesign.deviantart.coโฆ 16 pixel floors/ceilings with a 32 pixel platform in the middle.
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Michirin9801 In reply to JustinGameDesign [2015-02-25 00:23:42 +0000 UTC]
Yeah, I actually thought you were developing this game for the 3DS when I saw the screen size...
Say, is this the NES palette? It really looks like it...
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JustinGameDesign In reply to Michirin9801 [2015-02-25 00:41:00 +0000 UTC]
It's a mix of different palettes at present. I do intend to make things more universal as I go. The foreground of the lab level--the purple blocks, etc--is all the NES palette, though.
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Michirin9801 In reply to JustinGameDesign [2015-02-25 01:06:33 +0000 UTC]
Hmm I see... Makes sense...
Well, I think I'm gonna watch you just because I wanna see where your project goes! I mean, the world can't have enough 16 bit platformers ^^
Btw I'm making a game too, but mine is Sega Genesis/Megadrive style through and through, so I'm using the 9 bit RGB palette and displaying only up to 64 colours on-screen (4 palettes of 16 colous, 1 palette per sprite or background tile) I'm the one making the graphics ^^
My game is much simpler though, it's just a semi-linear platformer (with a handful of powerups) that relies mostly on skill and experience with the game to be beaten...
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TexanWanderer [2015-01-25 00:47:52 +0000 UTC]
Will this be like a Game Boy Advance game?
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JustinGameDesign In reply to TexanWanderer [2015-01-26 16:48:18 +0000 UTC]
In that there will be pixel art, yes, but it's not for GBA and I don't know specifically what game you were thinking of.
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TexanWanderer In reply to JustinGameDesign [2015-01-26 22:44:37 +0000 UTC]
Well it kind of reminded me a little bit of a GBA game (that's a good thing).
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Anonymous-Goose [2015-01-22 07:53:04 +0000 UTC]
Looks very promising.
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Drameloch [2015-01-20 12:57:45 +0000 UTC]
I like a lot when a game have a lot of "Scroll things" dont know why, nice work.
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JustinGameDesign In reply to Drameloch [2015-01-21 20:38:14 +0000 UTC]
Thanks. I think it adds a sense of depth and realism.
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MisterLumpy [2015-01-19 14:52:05 +0000 UTC]
I somehow get a mental image of The Count from Sesame Street looking at this;
"One! ONE parallax layer! Ah-ah-ah!" *thunder claps*
"Two! TWO parallax layers! Ah-ah-ah!" *thunder claps*
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JustinGameDesign In reply to MisterLumpy [2015-01-19 17:27:42 +0000 UTC]
There's still an unused layer already set up. This is the layer closest to the screen, the one the moves at the speed of the camera. I'll likely fill that layer too, but I haven't decided whether to add another row of towers or smog clouds or what.
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MisterLumpy In reply to JustinGameDesign [2015-01-19 21:17:44 +0000 UTC]
One! ONE agonizing creative decision! Ah-ah-ah! *thunderclap*
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ICLHStudios [2015-01-19 11:54:00 +0000 UTC]
It's looking really good.
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