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PostPosted: Mon Apr 24, 2017 3:28 pm 
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Estlib did great on the music.

More tests on walls...


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PostPosted: Mon Apr 24, 2017 3:41 pm 
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This looks great I think. Even if the darkened brickwall is a bit weird when there doesn't seem to be anything behind it :D
Semi-depth in a 2D platformer is always awkward.


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PostPosted: Mon Apr 24, 2017 3:56 pm 
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It reminds me of a C64 game. I like it!


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PostPosted: Mon Apr 24, 2017 3:57 pm 
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That looks much better.


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PostPosted: Mon Apr 24, 2017 8:51 pm 
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This looks fantastic and the music is amazing.


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PostPosted: Tue Apr 25, 2017 1:41 pm 
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Those walls are so awesome! Put that in!


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PostPosted: Fri Apr 28, 2017 10:07 am 
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Ok. This is starting to come together. Parallax scrolling seems to be stable and working.

https://youtu.be/bSyRWTovefQ


Sorry it's the old music. I actually build each level separately, and then later import their data into the final build (with the new music code / data). It would be impossible to insert the music without changing mappers (from NROM) on the single level tests.

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PostPosted: Sat Apr 29, 2017 6:35 am 
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Walking on platforms that are depicted as seemingly tens of meters into the background is strange. I think hovering platforms would read better.

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PostPosted: Sat Apr 29, 2017 6:44 am 
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dougeff wrote:
https://youtu.be/bSyRWTovefQ

Wait... the brown fences are platforms you can stand on?!?!? Then why are they drawn with their bases partially covered by the grass, as if they were on the ground in the far background? That makes no sense, they really should be drawn as floating platforms, and preferably with depth, since the other things you can stand on (the ground and the brick wall) now have depth. Depth can maybe be omitted if you use the argument that since he's a ninja, he's able to walk on thin objects without any trouble (but then so can the hedgehog!).


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PostPosted: Mon May 01, 2017 8:25 am 
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Is this better? Replaced fences with abstract magic floating platforms.


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PostPosted: Mon May 01, 2017 9:04 am 
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Having the top of the platforms being darker than the front, when the top of the walls are lighter than the front is a it unusual. Also, the dark brown border on the lower part, outside the outline, looks like shadows in the grass, due to the color. Those two things, along with the fact the wall that extends over the dirt path casts a shadow, but the platforms don't, still prevents the shapes from reading as foreground element. To me, they are ambiguous as to whether they are foreground or background.

A lighter top plane and shadows on the dirt may solve it. Getting rid of the brown haloing on the bottom would help too.

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PostPosted: Mon May 01, 2017 9:12 am 
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That's not a shadow on the left. It's a tunnel that you can slide through.

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PostPosted: Mon May 01, 2017 9:14 am 
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Yes, and is the tunnel not being indicated by a darkened back wall, and a shadow cast upon the dirt? ...Because that's what it definitely looks like to me.

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PostPosted: Mon May 01, 2017 10:00 am 
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Shadows...I guess.


This is what I ended up doing. Ok, 1 down. 8 more things on my To Do List.


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PostPosted: Wed May 03, 2017 12:40 pm 
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Wow! This is probably gonna be one of the best homebrew NES games I've played! Well, after Super Bat Puncher. But yours will be finished!


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