It is currently Mon Jan 21, 2019 12:14 am

All times are UTC - 7 hours





Post new topic Reply to topic  [ 11 posts ] 
Author Message
PostPosted: Wed Dec 26, 2018 3:04 pm 
Offline
Formerly WheelInventor

Joined: Thu Apr 14, 2016 2:55 am
Posts: 1833
Location: Gothenburg, Sweden
I figured it might be time for a proper thread for the continued, full version of Project Blue.

Where we are at the moment as of December 2018:
-Most assets are done. Maybe missing a song, definitely missing a boss, perhaps a few other objects.
-The final area is being designed. The 3rd needs a bit of work.
-Lots and lots of difficulty tweaks left to do.
-Final wrapping, polish and programming tidbits to be done.

On a playthrough there's 8 boss fights spread across 4 areas. Each area is up to 64 rooms, although not every area is exactly 64 screens. But basically, there's some ~250 rooms to beat. I guess you could say there's 8 stages, separated by bosses, music, and subtle theme differences, though the tileset is shared between each pair.

We hope to launch the game on kickstarter in Q1 2019. By then, the game is meant to be fully playable, maybe even finalized, so we can go for a quick physical release.

Here's some screenshots from the background art and animation guides. Taken from various stages in development.

Image
Image
Image
Image
Image
Image
Image
Image
Image
Image
Image

_________________
http://www.frankengraphics.com - personal NES blog


Top
 Profile  
 
PostPosted: Wed Dec 26, 2018 6:52 pm 
Offline
User avatar

Joined: Tue Jun 24, 2008 8:38 pm
Posts: 2178
Location: Fukuoka, Japan
Looks very nice! Will be interesting to see the final product in action.


Top
 Profile  
 
PostPosted: Wed Dec 26, 2018 10:03 pm 
Offline
User avatar

Joined: Sat Jan 09, 2016 9:21 pm
Posts: 546
Location: Central Illinois, USA
Thanks for the update! It looks great, I'm looking forward to seeing the finished product.

_________________
My games: http://www.bitethechili.com


Top
 Profile  
 
PostPosted: Thu Dec 27, 2018 3:34 am 
Offline

Joined: Tue Oct 06, 2015 10:16 am
Posts: 874
The water looks a bit dangerous to epileptics.


Top
 Profile  
 
PostPosted: Thu Dec 27, 2018 4:52 am 
Offline
Formerly WheelInventor

Joined: Thu Apr 14, 2016 2:55 am
Posts: 1833
Location: Gothenburg, Sweden
Thanks, guys! And thanks for the warning, calima. The palette was changed after the GIF was made to a brighter (less contrasted) one that felt less straining to me. Hopefully that's better. The booklet should probably include an appropriate health and safety page.

_________________
http://www.frankengraphics.com - personal NES blog


Top
 Profile  
 
PostPosted: Thu Dec 27, 2018 5:11 am 
Offline

Joined: Sun Jul 01, 2012 12:57 am
Posts: 15
looking fantastic btw. Will you consider to have an famicom (japanese) version of your game once you launch kickstarter campaign?


Top
 Profile  
 
PostPosted: Thu Dec 27, 2018 5:43 am 
Offline
User avatar

Joined: Sat Feb 12, 2005 9:43 pm
Posts: 11094
Location: Rio de Janeiro - Brazil
Looks great!


Top
 Profile  
 
PostPosted: Thu Dec 27, 2018 8:40 am 
Offline
User avatar

Joined: Tue Jun 24, 2008 8:38 pm
Posts: 2178
Location: Fukuoka, Japan
@calima

I don't know about epileptic sensitivity but in the case of another game that I was testing, Trophy, there was a scene where the complete screen was covered with a fall and even though I'm not, I was feeling dizzy after watching for a few screen so the speed of the animation and how much it cover the screen may affect normal people too.

In that screen only, it only cover a little bit so it may be fine.


Top
 Profile  
 
PostPosted: Thu Dec 27, 2018 10:31 am 
Offline
User avatar

Joined: Wed Sep 07, 2005 9:55 am
Posts: 351
Location: Phoenix, AZ
That artwork looks great. The backgrounds make me think of a TMNT game done with Metroid mechanics.

_________________
. That's just like, your opinion, man .


Top
 Profile  
 
PostPosted: Thu Dec 27, 2018 4:13 pm 
Offline

Joined: Thu Aug 20, 2015 3:09 am
Posts: 431
It's beautiful. Definitely up there with the likes of Shatterhand and Batman. You've outdone yourself again, FrankenGraphics.

As for the water animation, maybe slow it down just a fraction? Or maybe make the bands wider/noisier, but there's only so much you can do with a 3-step palette cycle.


Top
 Profile  
 
PostPosted: Thu Dec 27, 2018 6:56 pm 
Offline
User avatar

Joined: Tue Jun 24, 2008 8:38 pm
Posts: 2178
Location: Fukuoka, Japan
Making it slower improved the issue in the affected screen we had.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 11 posts ] 

All times are UTC - 7 hours


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group