Wow, you turned the trenchcoat into a cape!
It looks awesome, but I also keep thinking... I thought I was gonna
slay Dracula, not
become Dracula!

(Actually not developing the story yet, but Castlevania inspired and all, so final boss is likely to either be Dracula or some original demon lord.)
You think he looks better without the hat?
darryl.revok wrote:
All I wonder is... Why you no use new trees?
Well two things.
One, I just haven't touched up on those old tiles yet. I'm trying to get a sense of how quickly I can produce this pixel art, so right now I'm budgeting my time with just first attempts. (Because you can spend forever doing revisions and touch-ups.) And I wanted to pose the characters in a scene so I just grabbed the image I already have.
Two, if I go through with this project, it is my intent to actually sell the final game. As such, I'm really not sure about directly using the touch-ups you folks have provided. Using as a guide, sure, but using the exact pixels? Seems like I ought to negotiate some kind of reimbursement first.
darryl.revok wrote:
Do you use a tile mapping program? Something like Tiled perhaps?
For these mock-ups I'm just working strait inside GIMP. They're just mock-ups, and half the designs are more about using all the tile combinations I might need rather than something I would want in the final game.
For the actual game development I'd be working in Unity, and I do have a tile map extension that I bought to work with Unity. (Which can import maps from Tiled.) If I make this NES-styled game, I have a palette-swapping extension I've been looking at that I think will fulfill my needs.
The long story is:
I was working on a video game called Solius. I poured a lot of effort into it and tried to run a kickstarter campaign, but ultimately I didn't get any funding. After some thought, I decided to instead build a different game with a smaller scope using many of the assets I had produced for Solius. I've been working on this other game for a while now, but just at the end of last year I had another idea. What if I instead used the assets I've been building into an NES game? (The code assets, that is, obviously not the art assets.) In theory, I could produce the art assets much quicker as there would be fewer assets, nearly all of the core game mechanics are already built, and the final scope of the game is pretty much smaller-still than the game I have been working on. So I decided to spend a month conducting an experiment to see if it would really be worth it to switch to this NES game. I've laid out a schedule and some deadlines, and so now I'm just trying to find out if I could really do this well enough and fast enough for it to be worth it to switch projects.