Dimension Shift

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Mugi
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Re: Dimension Shift

Post by Mugi » Wed Aug 28, 2019 12:24 am

not really dragged down, but touching water cuts your movement speed in half, same applies to waterfalls, so jumping through them cuts your forward inertia.
i was considering of removing it from the waterfalls actually, but it kinda adds a new element to the platforming in the cavern stages so it will propably stay for now atleast.

dragging down is an interesting idea, i might have to toy with that.
"what are you up to?" "Oh, not much... just... Parallaxing"
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Dirk
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Re: Dimension Shift

Post by Dirk » Wed Aug 28, 2019 1:00 am

Nice :-)

I think it's an interesting mechanic. For me it feels like it gives the player a bit more weight. You also have to adapt your jumping, so it adds some variety.
Maybe you could make background waterfalls just for aesthetics and foreground ones that slow you down.
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Mugi
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Re: Dimension Shift

Post by Mugi » Wed Aug 28, 2019 1:12 am

i considered that but i would have to get a new palette for that to differentiate them, and im out of options in that regard :P
i might tinker with the idea though...

edit: well, here's one attempt at it :P
game_068.png
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"what are you up to?" "Oh, not much... just... Parallaxing"
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Dirk
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Re: Dimension Shift

Post by Dirk » Wed Aug 28, 2019 11:08 am

Oh, that looks nice. I like the purple color.

You could also keep the palette, but make new tiles. I made a quick mock-up where I shifted the lightest and second lightest color one tone down.
Of course you'd need more space in your tile set.
mugi_waterfall.png
mugi_waterfall.png (10 KiB) Viewed 382 times
I think both look good, but the purple waterfall has the benefit of no additional costs and I think it looks pretty good too, but purple is one of my favorite colors, so I'm biased :-)
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Mugi
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Re: Dimension Shift

Post by Mugi » Wed Aug 28, 2019 12:29 pm

The mockup looks nice but there is no space for it.
The waterfall uses a minimum of 3 metatiles, and maximum Of 6 if the splashing to the water is accounted. Current status of tileset has 0%free space. Same deal with the blue color, it could be done with just a second palette but no can do :P

Thats why i just went with the purple.
"what are you up to?" "Oh, not much... just... Parallaxing"
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Dirk
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Re: Dimension Shift

Post by Dirk » Wed Aug 28, 2019 5:01 pm

Mugi wrote:
Wed Aug 28, 2019 12:29 pm
Current status of tileset has 0%free space.
I thought maybe you'd have some space left over, after you managed to compress your tiles (if I haven't misunderstood you), but I'm not surprised you use every last pixel and bit in your ambitious game ^^
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Mugi
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Re: Dimension Shift

Post by Mugi » Wed Aug 28, 2019 5:09 pm

compression doesnt let you use more tiles on a tileset, it just takes less space when included to the rom, so I can make more tilesets.
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Re: Dimension Shift

Post by Dirk » Wed Aug 28, 2019 5:31 pm

Ah, of course :)
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Mugi
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Re: Dimension Shift

Post by Mugi » Thu Sep 05, 2019 9:30 am

okay, cavern stage is done, time to move to the next one...
im sure people remember the temple from the byte off demo AHH its so awesome the walls are illuminated by the flame blahh blahhhh, BOOORIIIING...
DimensionShift_v0.05_001.png
DimensionShift_v0.05_001.png (7.77 KiB) Viewed 266 times
that tileset had more issues than drunk Yeltsin after 5 vodkas, so here's Temple tiles, MK II
1.gif
1.gif (13.92 KiB) Viewed 266 times
more shading, more animation, better beams, MORE FIRE!, off goes the stupid rock tiles I never even used lol.
2 different types of wall grab-tiles etc etc... this will make things look more fun :)
"what are you up to?" "Oh, not much... just... Parallaxing"
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Dirk
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Re: Dimension Shift

Post by Dirk » Thu Sep 05, 2019 9:58 am

Always a joy to see new material from you :-)
I hope the upcoming kickstarters will be spread a bit, I don't want to go broke so fast XD
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