What are you working on right now?
- asiekierka
- YAHOO: ALL YOUR GEOCITIES ARE BELONG TO US
- Posts: 223
- Joined: Sat Sep 10, 2005 10:06 am
http://www.youtube.com/watch?v=YNzGjOvr_8U
A little video showing the gameplay. It really is an early demo but might as well show it since it's convenient to.
A little video showing the gameplay. It really is an early demo but might as well show it since it's convenient to.
- Zenith Nadir
- this is my hammer
- Posts: 2767
- Joined: Wed Mar 12, 2003 11:40 am
- Location: between the black and white spiders
what you need is COMPOSITION!
don't just shove the house in the top left corner! consider the focal point of the board (the house, in this case), and think about how the player's eye will register it; place it dead centre if you want immediacy, a corner if you want less immediacy. people generally read a zzt board like a page in a book, only more quickly; a glance at the centre before looking at the top left and "reading" left to right to the bottom right.
what's with that grass at the bottom? it's just an empty space and it's boring. remember "creative contours". worse than that, it's a dithered blob of dark green and brown and those are terrible colours to combine.
consider player's size in relation to the size of the house. by current measures the player's bedroom is actually a ballroom.
don't forget small details! where's the bathroom? where are the windows? matter of fact, where's the rest of the town? if your guy lives in the country there's more out there than just grass. a little world building is important.
also you'd be better off with horizontal lines shading the sky than a kevedit random fill. i don't like random fills
i'm nadir
don't just shove the house in the top left corner! consider the focal point of the board (the house, in this case), and think about how the player's eye will register it; place it dead centre if you want immediacy, a corner if you want less immediacy. people generally read a zzt board like a page in a book, only more quickly; a glance at the centre before looking at the top left and "reading" left to right to the bottom right.
what's with that grass at the bottom? it's just an empty space and it's boring. remember "creative contours". worse than that, it's a dithered blob of dark green and brown and those are terrible colours to combine.
consider player's size in relation to the size of the house. by current measures the player's bedroom is actually a ballroom.
don't forget small details! where's the bathroom? where are the windows? matter of fact, where's the rest of the town? if your guy lives in the country there's more out there than just grass. a little world building is important.
also you'd be better off with horizontal lines shading the sky than a kevedit random fill. i don't like random fills
i'm nadir
he looked upon the world and saw it was still depraved
Overall: Rotton egg for breakfast
Overall: Rotton egg for breakfast
- Zenith Nadir
- this is my hammer
- Posts: 2767
- Joined: Wed Mar 12, 2003 11:40 am
- Location: between the black and white spiders
- Zenith Nadir
- this is my hammer
- Posts: 2767
- Joined: Wed Mar 12, 2003 11:40 am
- Location: between the black and white spiders
- Zenith Nadir
- this is my hammer
- Posts: 2767
- Joined: Wed Mar 12, 2003 11:40 am
- Location: between the black and white spiders
-
- newcomer
- Posts: 3
- Joined: Sun Sep 20, 2009 8:01 pm
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!
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!
- Zenith Nadir
- this is my hammer
- Posts: 2767
- Joined: Wed Mar 12, 2003 11:40 am
- Location: between the black and white spiders
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.
oh and also it's a good idea to have a proper horizon line somewhere. just pick a row and slap a horizontal line down there. perspective is super-easy to do in zzt if you know how because it's all grid-based.
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!
sounds like you've got some nice ideas going there, though. show us some screenshots sometime.
he looked upon the world and saw it was still depraved
Overall: Rotton egg for breakfast
Overall: Rotton egg for breakfast