Mark of the Beast

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red moon
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Re: Mark of the Beast

Post by red moon » Thu Sep 12, 2019 8:34 pm

Thanks Raft, its coming along slowly! At least I am looking at 50 screens and trying to lock it down to that number, we'll see! And I'm glad you like the Red, I am going with that one at the moment; but want to look more in depth at how to do something more complex once I get further along.

And Mugi, I do appreciate it...that would have been stressful once i realized they were all one color too many! It's funny I did not do that on the last demo but I believe Its because I started with the characters, then did the background tiles. I did the opposite in this case, and must have been stuck in 4 color mode!
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Raftronaut
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Re: Mark of the Beast

Post by Raftronaut » Thu Sep 12, 2019 10:28 pm

I admire the quality of pre-planning you've gotten yourself into here.

Do you have much previous dev experience? Seems like you have method established here ;)
Space Raft 2.0 Demo: [url] http://nesmakers.com/viewtopic.php?f=52&t=2867 [/url]

Chiptune: [url] https://soundcloud.com/user-634230995-350638590 [/url]
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red moon
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Re: Mark of the Beast

Post by red moon » Fri Sep 13, 2019 3:04 pm

Thanks Raft!
I'm trying to be smart and plan ahead whenever possible to chip away bit by bit. Literally, haha.

And I do have some experience with game development. Good guess on your end!
I've worked on some rpg and turn based strategy games here doing environment art, level art and level design. This is my first 2D experience. I've always wanted to create creatures, players, sounds, music, determine difficulty...the teams are big, so I've never gotten a chance to get involved in those aspects.
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red moon
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Re: Mark of the Beast

Post by red moon » Fri Sep 13, 2019 3:27 pm

Last night I did a pass on removing the extra color from all the enemy sprites to get it down to legal levels.
Here is the first take on the sea creatures and wolf creature.
These humanoid sea creatures fared better than expected, the wolf creature took a hit in shadow depth, so I added some addition edge lighting to it which helps a bit.
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red moon
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Re: Mark of the Beast

Post by red moon » Fri Sep 13, 2019 3:30 pm

Here's an assembly of the others with some color experimentation through in. I usually lock the final colors in editor and keep it loose at first.
The fish/men hybrid where most difficult since I wanted a colored piece of clothing.
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IMG_4833.jpg
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red moon
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Re: Mark of the Beast

Post by red moon » Sat Sep 14, 2019 5:20 pm

One more batch of sprites I needed to configure. The villagers and base player. I added a couple skeletons in as well.

Currently, I am in the sprite organization phase in the editor. Building all the palettes and assembling sprite sheets so I can test varying combinations. Right now, I am trying to squeeze enemy placement, trap placement and enemy/trap combinations on a screen by screen basis for all 18 titlesets.
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dale_coop
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Re: Mark of the Beast

Post by dale_coop » Sat Sep 14, 2019 5:55 pm

Great work!
-----
Sorry about my poor english
All I need: A Damn Fine Cup of Coffee
My games: PRESS START GAME / UNDERGROUND ADVENTURE / UNDERGROUND ADVENTURE (Arcade version - Byte-Off-2019)
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red moon
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Re: Mark of the Beast

Post by red moon » Wed Sep 18, 2019 12:39 am

Thanks Dale!

I am making progress slowiy, I've got the 1st zone in along with enemies that move and do Damage and the player walks, jumps, climbs. I still need to add frames to the walk animation and set an idle state for the climb to stop the animation cycle.
Next time, I'll have the walk and attack (1st pass) fully animated with enemy walk and spit projectiles. At least...I hope I will!

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dale_coop
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Re: Mark of the Beast

Post by dale_coop » Wed Sep 18, 2019 7:18 am

Wow, nice! Thanks for sharing the progress.
-----
Sorry about my poor english
All I need: A Damn Fine Cup of Coffee
My games: PRESS START GAME / UNDERGROUND ADVENTURE / UNDERGROUND ADVENTURE (Arcade version - Byte-Off-2019)
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red moon
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Re: Mark of the Beast

Post by red moon » Wed Sep 18, 2019 4:41 pm

Thank you Dale, my goal is to update every few days to track the development and get feedback from you and anyone else here!
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