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#126 2011-08-19 01:25:35

Alexandre
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From: Brazil
Registered: 2009-01-27
Posts: 3,300
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Re: [Subproject] Sunshine Paradise

like I said in the other topic, this is what needs to be done now:

- I can do these tasks myself, but it would be faster if someone picked them up -

make .brk files, not using RBE, for the following images:

these are all passables:
sunshine_nonsolids0.png

the rock is a cloud, the rest is passable:
sunshine_nonsolids1.png

the bridge floor is an obstacle, and the rest is passable (with a high zindex, so that it appears in front of the player):
sunshine_nonsolids2.png

these are animated passable bricks:
waterfall.png

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#127 2011-08-19 01:41:42

Alexandre
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From: Brazil
Registered: 2009-01-27
Posts: 3,300
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Re: [Subproject] Sunshine Paradise

help would be appreciated. we also need .spr scripts for the following:

fish.png

mosquito.png

boss.png

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#128 2011-08-19 13:29:28

KZR
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Registered: 2010-07-14
Posts: 1,447
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Re: [Subproject] Sunshine Paradise

ok I can help.
they will be done maybe later today or at most, tomorrow.

Edit:

the brickset is done, although i can't export groups as described in another topic

Edit 2: groups exported. image size must be multiple of 64 for RBE to do it.

Last edited by KZR (2011-08-20 22:41:23)


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#129 2011-08-21 17:24:17

Alexandre
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From: Brazil
Registered: 2009-01-27
Posts: 3,300
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Re: [Subproject] Sunshine Paradise

thanks, KZR. the brickset seems excellent. smile I saw that you made a more space-efficient .png and that you also improved the bricks a bit. very well done.

the only thing not quite right are the trees: in the grid-enabled editor, the bottom, the middle and the top parts of a tree are not always aligned. One or two pixels are off when putting the pieces together. Sometimes the bottom part of a tree is also not aligned to the ground. Is it fixable?

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#130 2011-08-21 22:12:46

KZR
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Registered: 2010-07-14
Posts: 1,447
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Re: [Subproject] Sunshine Paradise

trees fixed smile


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#131 2011-08-21 23:41:31

Alexandre
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From: Brazil
Registered: 2009-01-27
Posts: 3,300
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Re: [Subproject] Sunshine Paradise

did you submit it to dropbox? it seems that nothing has changed

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#132 2011-08-22 00:42:32

KZR
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Registered: 2010-07-14
Posts: 1,447
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Re: [Subproject] Sunshine Paradise

i did, but i had to switch dropbox off for a while and it's likely it didn't sync completely. all should be up to date now.


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#133 2011-08-22 02:03:08

Alexandre
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From: Brazil
Registered: 2009-01-27
Posts: 3,300
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Re: [Subproject] Sunshine Paradise

is it synced? in my "Sunshine Template", the trees are still unaligned.

edit: see, i think we have many copies of the middle part of a tree, but they are incompatible.

Last edited by Alexandre (2011-08-22 02:20:38)

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#134 2011-08-22 02:20:12

KZR
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Registered: 2010-07-14
Posts: 1,447
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Re: [Subproject] Sunshine Paradise

if you place new trees they should be aligned with the grid. there are 3 types of trees that do not align with each other because the graphics are slightly different. but each type should align with no trouble.


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#135 2011-08-22 02:40:53

Alexandre
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From: Brazil
Registered: 2009-01-27
Posts: 3,300
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Re: [Subproject] Sunshine Paradise

KZR wrote:

if you place new trees they should be aligned with the grid. there are 3 types of trees that do not align with each other because the graphics are slightly different. but each type should align with no trouble.

oh, i understand now. it's indeed working well. thanks. smile

now that the brickset is already very good, i'd like to bring the background back to the table one more time. my friend ramon and i were discussing this a while ago: although the background is well done, we have a problem about contrast. The brickset has a lot of green, and so does the background. Worse: it's the same green, and this we believe makes the layout not as beautiful as it could be.

let's see an example. this is the original background. see how much green there is:

Monday22ndofAugust2011043359AM.png
s010.png

although the background is very well done, it's hard to tell what is a background from what isn't, specially in the first pic. I tweaked around your bg and removed some layers (it's all backed up on dropbox), trying to improve the contrast. the result wasn't all that good:

s005.png
Monday22ndofAugust2011024902AM.png

it's improved, but it's still got contrast issues.

the following one has more blue, and in my opinion has got by far the best contrast, which makes the overall (foreground plus background) very beautiful. However, it isn't really a river/meadow anymore, and that goes against the what we've been discussing so far:

Monday22ndofAugust2011043811AM.png
Monday22ndofAugust2011043843AM.png

so... any ideas on how to improve the contrast and make the overall thing (background + foreground) look better?

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#136 2011-08-22 03:57:36

SilverstepP
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From: North Carolina
Registered: 2009-07-31
Posts: 1,545

Re: [Subproject] Sunshine Paradise

Make the background mountains and plants a darker green? After all, the sun is behind all of it, and it would make sense for it to act as if the mountains are casting a bit of a shadow.

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#137 2011-08-25 02:39:09

KZR
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Registered: 2010-07-14
Posts: 1,447
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Re: [Subproject] Sunshine Paradise

maybe pull the water layers up above the center of the screen.

would these colors be good?

s011.png


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#138 2011-08-30 01:13:42

Alexandre
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From: Brazil
Registered: 2009-01-27
Posts: 3,300
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Re: [Subproject] Sunshine Paradise

Sorry I took all these 5 days to answer this, but this has happened for a good reason.

The contrast has certainly improved, but there is still something wrong with it. I discussed the issue with a friend, but we didn't achieve a solid resolution. "maybe improving the mountains a bit, drawing better shadows, etc.", but still, we didn't reach a definitive conclusion. Now I'm at fault in here because, unlike programming, this is art and I don't know exactly what is wrong nor how to 'fix' it. All I know is that other serious indie platformers have 'nicer' backgrounds, but this statement is worth too little, as it is too vague. tongue

I found a polished pixel art tutorial on the net and in it there was a mountain. I took the mountain from the tutorial, edited it a bit and painted it green. I need to ask permission from the author in order to really use it in the game, but here's a preview:

Tuesday30thofAugust2011030612AM.png

Besides putting the new mountains, I combined KZR's sunshine picture with a very nice Creative Commons sky from opengameart.org. I also moved his trees to the bottom (so the background still represents a river), and the details from the water were modified, so it looks like the water is running and the sun is shinning on top of it.

... the background as a whole is still not "the ultimate piece of art", but I think it has improved.

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#139 2011-08-30 01:24:13

KZR
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Registered: 2010-07-14
Posts: 1,447
Website

Re: [Subproject] Sunshine Paradise

oh i like it big_smile feels more "paradise"

btw, Alex, i don't think anyone here is going to paint a Mona Lisa, but you did an awesome job here tongue


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#140 2011-11-12 11:49:27

jobromedia
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From: Stockholm, Sweden
Registered: 2009-11-01
Posts: 1,072
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Re: [Subproject] Sunshine Paradise

Ooh this looks flawless! But wouldn't it be a bit more realistic if the river was curved a bit? Right now it looks pretty much to regular shaped to be convincing as a river. Just like in Rygar level 1 for LYNX:

http://www.retrogamer.net/show_image.php?imageID=4225

See how the river twirls around a bit. This is by far my favorite level design so far.

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#141 2021-09-05 12:22:06

CrazyPencilDawg
Member
From: Gensokyo, Japan
Registered: 2018-10-12
Posts: 54

Re: [Subproject] Sunshine Paradise

Icy EyeG wrote:
KZR wrote:

yup. it may also be known as corkscrew by some people.

I don't know if this is useful or not, but the corkscrew featured in Emerald Hill Zone is 128px*384px, as shown by the picture bellow. The red interrogation point is the object that activates the twisting pathway (if not present, the tiles will be passable), and the corkscrew can be repeated as many times as needed (one twisting pathway object must be added per repetition).By looking at the metting log, I see you are planning to use 64px*64px chunks. Sonic 2 uses 128px*128px chunks.

http://sites.google.com/site/icydearchi … athway.png

By implementing this, does it mean that all characters will have twisting motion sprites drawn?

I wish the code for that thing still existed.


Touhou fan who is currently working on a game about a blue cartoon rat and a game about mildly-infuriated plastic balls.

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