Thanks for the posts and for taking your time to help me you two
.
Quote:I thought that those totems on the BG were platforms at first. Try making the colors dimmer on what is not interactable, your eye should be able to immediately see it.
Yeah, thats what I was afraid too
. That the totems are just looking too much like a FG object. I tried to dim it down, but like with everything in the tileset, I'm always afraid to make anything too dark
. I will try to find a solution and fitting palette for the decoration stuff, once I'm back home. Is this just the totems now or is the rest of the decorations also a problem (like the trees)?
Quote:Also another way to avoid the landscape from being only orange is to counter it with another color for the sky, here are some examples.
These look good
, but I will properly go with something like the redish or the more purple ones. I want too add a sunset BG for this level set later, to fit the rest of the levels coloration and mood. Blue and green wouldn't fit that much in a sunset background.
Quote:Also, despite being autumn palette, some trees could have a different leaf palette, some of the most stunning autumn forest photos do have some yellow or green trees for contrast.
Ahh... this is actually a nice hint
. I will see, what I can do about that.
Quote:i hope to see a very intrincate level design
I will do my best to design both, enjoyable and challenging levels. In the first levels I want to make it, that the player learns the basics, so they can get used to the controls and main actions of the character. Later, I will introduce different kinds of challenges and concepts of levels, whose elements are also being first introduced in their first level and later reappear in future levels in harder ways or combined with other concepts.
To make it short: First there will be simple learning and trying (without tutorials) and later there will be harder problems, which will require the basics to get through
.
I also want to put in each world a challenging bonus level, which will be using the elements of the world and combine these into one, hard level. Those will be not needed to clear the game, but to 100% it
. I will keep an eye on making the levels fair, because fairness should be the highest priority in a level. I will try to avoid a difficult starting difficulty, even if I know, that it's not my biggest strength to make easy levels
.
Quote:The rotating of the collectibles looks a bit too... smooth?
Quote:the animation style just seems out of place. Hopefully you can tell what I mean.
I understand what you mean
. The thing about this is that, unlike the collectables, Cappanis animations aren't rotated. The reason why the collectables are smooth is because I technically rotate them (they actually don't have animations). I also use stretch and rotation effects on other objects like
bubbles (the gif is older, but the streching is still pretty much the same). The thing is, I don't know if I should drop some of the rotation frames and make it more choppy or if I should redo it and make new animations.
With new animations, it's no problem for the clover, but for the candy, chocolate and other items, I don't know how the animation should look like
. Is it a big problem actually, if something is too smooth like the collectables? Because it would also mean, that I would need to change the bubbles and also the falling titlescreen stuff (all of which are using rotations). I mean, it's noticeable, yeah, but does it make the rest look bad that way
?
Quote:But seeing those huge puffs every time she lands is a bit strange. They're pretty big and move so far away. I would suggest a smaller, subtler dust disturbance when she lands, and leave the more pronounced ones for her parachute ability.
I see. The thing is, that I want to use the spores (puffs) as an attack for the player. In terms of gameplay, I don't know, if the spores size and reach sould be dropped then. I can hardly tell that now, since I haven't programmed the enemies yet
.
I mean, I would change that instantly, if the spores would only be a visually thing, but they will become part of the gameplay. If the range is too short and the size to small to hit something, than it could be a bit frustrating for the player. That's why I'm currently not so sure about that
.
Again, thanks for your help
. I will think more about these things at home and take care of the palette problem. Maybe I can programm finally some more player actions tonight, like actually giving her the ability to lose extra tries and getting hurt.