Also:
Spoiler: may vaguely offend
Spoiler: may vaguely offend
What about a more bulby/smooth looking version of the original sprite?Mechadon wrote:Where's the fun in that?
But seriously, I already made some new armor bonuses, which I really like. I want to have some new health bonuses to go alongside them. But the current health bonuses aren't really the greatest. I don't mind the shape so much but it feels a bit flat looking (probably has more to do with the shading than anything). I was going to go back and do a bit more pixel pushing on them, but I thought maybe there would be an interesting design out there that I could try out.
Yea, that is probably a really big part of the problem, I'm sure. The animation is basically the same as the vanilla sprite, more or less. I also think part of the problem is the shading is bit too flat; there's not enough there to show off the shape of the container.albiongeck wrote:The fluid inside the originals is less obvious so they look a bit less conspicuous, and I think the bottom of the conical flask being so flat makes it a little awkward. The animation is quite important even though I can't tell what it is doing. However I really like the variety you've added by revamping the pickups, it's a nice touch.
Hmm, well I'm not sure I could improve the original sprite all that much to be honest with you. I can push some pixels, but I'm average at bestMarrub wrote:What about a more bulby/smooth looking version of the original sprite?
Yea I know, MAP02 is very open-ended and it is the map that most folks are probably going to have a hard time finding all of the keys inedward850 wrote:Myself and Yholl would have more fun wih this if we could find all the keys in map02. D:
Maybe have some visual indicators in the maps themselves? Like some subtle colored arrows or something pointing towards the first available key? Maybe a few indicators of what a switch does or where to go next?Mechadon wrote:Yea I know, MAP02 is very open-ended and it is the map that most folks are probably going to have a hard time finding all of the keys in. If you guys have suggestions (provided you two eventually find all of the keys), please let me know!
Yeah, I get what you mean, the biggest drawing point for me is the sheer size and non-linearity of the levels.Mechadon wrote:There's a balance to strike where I want player who explore and can navigate to feel rewarded, but also make that exploration and navigation not feel tedious.