Also i'm not using zzt atm
i prefer the C64
because it has

(no, not blazkowicz)
well, in that case what you need to do is 1. consider where the light's coming from (obvious but worth stating: lighter colours denote direct light source!), 2. don't be afraid to let the colours "breathe". right now that blend looks claustrophobic, for lack of a better word, all different pixels all scrunched together. don't fear having two alike pixels next to one another.Microwave wrote:Thanks for the advice, and sadly I did the fills by hand, not with Kevedit.
wow, that's some oldschool shit you're rockin' right there. you do know there's more recent ("recent" meaning 10 years old rather than 15) platform games out there, right? i recommend taking a look at "treasure hunter zzt", "freak da cat", "forest of zzt" and "rolie polie zzt". there's also a board in "fantasy world dizzy zzt" that i was always quite pleased with which is worth a look if i may say so myself. zzt"BossOfTheLightning wrote:Hey everybody!
Got back to work recently on an older game I started a while ago called Cecil the Space Knight (Hmmm I'll have to change that title). I was pretty surprised to see that my game file Cecil.zzt was last modified on 27/04/2001. Where does the time go? Anyways I might end up finishing the game or just release the engine by itself.
Its a side-scroller using Six Silver Gems and Joe the Adventurer as a reference (Thanks to t0ucan and Claudio Leite for providing a starting point for my own game.) with a few of my own additions. About 12 types of abilities the player can use ranging from ricochet shields to spawning centipedes that can act as a moving platform or to trigger otherwise impossible to reach switches. Small fighting game button combos like Shift+Up/Up/Left to perform uppercuts and sliding attacks. You can also use these combo attacks to juggle an enemy midair to gain extra experience points. There is also a day and night cycle along the lines of Castlevania II.
The object that acts as the side-scrolling character can also enter and exit each board at different places and the game will be non-linear. The engine uses quite a few flags at once though so there is not too much left over for the levels themselves.
I'd hate to just leave the game unfinished but it is hard to find the time to work on it!