09-07-2010, 05:01 PM
09-08-2010, 07:52 AM
Yes, i am.
This has been my favorite so far, (Im not a fan of any of the new ones), and the only reason i saw this one scrapped was the /_\ perspective instead of the |_| perspective...
So i fixed it, to see what people would think. Is there something i missed?
This has been my favorite so far, (Im not a fan of any of the new ones), and the only reason i saw this one scrapped was the /_\ perspective instead of the |_| perspective...
So i fixed it, to see what people would think. Is there something i missed?
09-08-2010, 08:48 AM
(09-08-2010, 07:52 AM)nicktheslayer Wrote: [ -> ]Yes, i am.
This has been my favorite so far, (Im not a fan of any of the new ones), and the only reason i saw this one scrapped was the /_\ perspective instead of the |_| perspective...
So i fixed it, to see what people would think. Is there something i missed?
Yeah.
We scrapped that particular design a while ago, in case you haven't noticed the PAGE AND A HALF of new designs.
09-08-2010, 09:40 AM
I thought it was only scrapped because of the perspective, sorry.
10-28-2010, 09:45 PM
Whoa, I just went browsing this topic after so long, and I completely forgot about how you guys pretty much finished the stage xD
Anyway, just wanted to say it looks perfect to me, except I personally thought there was something off about the bricks in the center standing area.. perhaps it was their tiny size... I dunno. Anyway, I just made the closer bricks larger. Very minor edit.
Anyway, just wanted to say it looks perfect to me, except I personally thought there was something off about the bricks in the center standing area.. perhaps it was their tiny size... I dunno. Anyway, I just made the closer bricks larger. Very minor edit.
10-29-2010, 03:26 AM
wasn`t it agreed that the stages aren`t our current priority? Either way its lacking texture
10-29-2010, 04:08 AM
Again, aren't our priorities the ones listed on that topic? "One Basic stage" is on the list.
And as for texture, sure thing, so long as you guys don't overdose.. I mean... the style is supposed to be "simple", eh?
And as for texture, sure thing, so long as you guys don't overdose.. I mean... the style is supposed to be "simple", eh?
10-29-2010, 09:14 AM
(10-29-2010, 03:26 AM)DeepSeaTooth Wrote: [ -> ]wasn`t it agreed that the stages aren`t our current priority? Either way its lacking texture
Yes, at least one stage is. That's why the star is next to the title.
10-29-2010, 10:44 AM
oh, ok. Thank you.
10-29-2010, 08:55 PM
Can we actually do something besides Final Destination for the Demo?
It seems to complicated at them moment, as many of us aren't familiar with stage making, and its specific style yet.
It seems to complicated at them moment, as many of us aren't familiar with stage making, and its specific style yet.
10-30-2010, 03:41 AM
As far as Im aware, Final destination is the simplest stage in the whole game, bar the background (but for now we only need one frame of the back), so it makes sense to have that as the first demo stage.
10-30-2010, 07:34 AM
Its really and most certainly not.
Its round-shape, details, and perspective due to the shape make it very hard. Along with the fact that we haven't come-up with a decent concept yet.
Especially the backgrounds.
Its round-shape, details, and perspective due to the shape make it very hard. Along with the fact that we haven't come-up with a decent concept yet.
Especially the backgrounds.
10-30-2010, 08:25 AM
battlefield would be way easier on the spriting side of things and on the programming side it only adds floating platforms
10-30-2010, 07:31 PM
Simple. Don't use perspective. Like, at all.
As for the details, you can always do a bit of simplification, at least for now. That was, after all, the whole motivation between moving to a different style.
However, I'd rather have Battlefield, as well, if only because it's slightly more interesting. Also, for Battlefield, you could probably leave out the natural portions if they are too complex, or even just do something like the Melee version of the stage.
For backgrounds, I'd say just have about 2 layers; one for "nearby" bg objects and has a bit of parallax scrolling, and one for far background objects with very little, if any, scrolling. I'm not even sure they'd need to be pixeled; they could be "paintings" run through a bit of a palette constraint, followed by a bit of clean up.
As for the details, you can always do a bit of simplification, at least for now. That was, after all, the whole motivation between moving to a different style.
However, I'd rather have Battlefield, as well, if only because it's slightly more interesting. Also, for Battlefield, you could probably leave out the natural portions if they are too complex, or even just do something like the Melee version of the stage.
For backgrounds, I'd say just have about 2 layers; one for "nearby" bg objects and has a bit of parallax scrolling, and one for far background objects with very little, if any, scrolling. I'm not even sure they'd need to be pixeled; they could be "paintings" run through a bit of a palette constraint, followed by a bit of clean up.
10-31-2010, 02:28 PM
(10-30-2010, 07:34 AM)Iceman404 Wrote: [ -> ]Its round-shape, details, and perspective due to the shape make it very hard. Along with the fact that we haven't come-up with a decent concept yet.
round shape? too many details?
The round shape and details would be easy to solve, because at the moment this doesn't have to be the final product