this is pretty cool so far, I really liked the music too. Looking forward to hearing some sound effects too!
You do have some troubles with shading on the turnip though, I think the shading should demonstrate the form more - not the edge.
just a quick edit to show what I mean:
UrbanMonk, as per your suggestion the project page is officially up.
I also made a updated demo and linked to it on the project page.
Alastair, thanks for your advice. Hope you don't mind if I use your version of the turnip. Let me know what you think of the shading in the new demo, i'm trying to improve my techniques.
I sent the first beta of Karma to a few people for testing, so in the mean-time I worked on some tiles for my next game. I'm going to go for a more surreal atmosphere than in Karma and one of the first ideas that came to mind was this:
What do you think? Any suggestions on colors or anything else? I have a hard time determining which colors go well together.
It's quite knytt/cavestory. I'm not so keen on the light mushrooms then the dark background. I'd make the huge mushrooms darker than the blue background
Alastair: Thanks. The block thing is def. a cavestory rip off, but this is how I work. I start with something I'm familiar with and then find a way to make it unique. I'll probably end up using the blocks in a different context when I'm designing the game though.
Adam: How this look? I agree that they need to blend it a little more.
Alastair: Thanks. The block thing is def. a cavestory rip off, but this is how I work. I start with something I'm familiar with and then find a way to make it unique. I'll probably end up using the blocks in a different context when I'm designing the game though.
Adam: How this look? I agree that they need to blend it a little more.
I don't see why those large mushrooms are silhouettes. They don't really look that far away, and even if they were really far away but just incredibly huge you would be able to see some shape.
Everything since 2004 with square tiles will look like cave story. Don't worry about it.
You could perhaps try putting something between the huge mushrooms and the foreground, to suggest they're far awayish. Perhaps a layer of mist or trees. Pixel, mind. Don't use photoshop again
Andy: You would be correct in assuming that I was too lazy to put detail into the large mushrooms. I wanted to convey the idea that they were in the distance and HUGEMONGOUS!
Adam: I tried some misty clouds, and I think it's better. I'll try some other things as well.
Here's an up-dated shot, now with MUSHROOM PEOPLE!
Hmmm, i'm not a big fan of those mushrooms now they are so dark - before they looked like they were just slightly further back and clouded by mist/fog/smog, which i though looked better. Now the darkness of the bigger ones contrasts too much with the other kind, and it kinda doesn't make (visual) sense to me. The cloudy mist makes it look better, but i think i still prefer the lighter shade.
Looks f***ing awesome, by the way! I hope it's finished tomorrow so i can play it!!!
Ok, it's looking a lot better now. This is why I love daily click! All your honest advice helps me more than you know
Adam: How's the detail on those now? Doesit looks ok with the different background? I took the old background pattern and made it very translucent and layered it over top the entire frame. I think that when it's all scrolling it will have a neat effect.
Marko: I agreed with what you said too, so i went somewhere between the light and dark mushrooms. Much better.