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alienjesus
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Re: Does anyone remember Triceraboy for the Master System?

by alienjesus Mon Dec 06, 2010 10:32 pm

Jrecee wrote:
final fight cd wrote:is it hard to make a game? did you go to school for this? or is this a program you can buy and a mule would be able to make a game? and i am not calling you a mule. and is this a game you are being serious about and want people to actually play or or is is just a game you are making so you can say you made a game.

i would try to do something innovating, if that is possible. i thought that all 2d platforming was going nowhere new, but then braid came along and did something new for a 2d game. easier said than done, but i wouldn't just do a mario style game. do something with different paths.


I use this: http://www.clickteam.com/website/usa/mu ... ion-2.html (I'm using an ancient version actually, but it'll get perfected with this)

Much easier than programming but not a magical instant game creator. I've been using it on and off for 11 years. Took me at least half that time to start making anything I'd consider respectable, but results will vary. It's a great tool if you want to make games as a hobby. If you want to do it as a career just learn to program. Although some developers actually use mmf to create prototypes very quickly and clickteam is making an iphone/ipad app so soon you'll be able to port your games to their and possibly sell them.

And yeah I'll put it up for people to play when it's done. I'll probably make a demo available soon.

I haven't played braid, but my assumption was that it was more of a puzzle platformer in maybe the lost vikings vein? I'm more into mario/sonic type action platformers but I do want to give it a little bit of an adventure feel to it, and not just be start at level 1 finish at level 10, the end.

lisalover1 wrote:Man, you captured the Master System's style PERFECTLY. The super-bright colors, clearly-defined sprite borders, and general warmth in the color pallete fits the MS like a glove. As per your question, a map screen is the best option, in my opinion, because it allows the player freedom to revisit old levels, and, as demonstrated in SMB3, can allow great flexibility for secret areas.


Yeah I grabbed an actual master system palette from somewhere, although I'm not completely sure it's accurate. I've definitely seen pure red in master system screenshots and the palette only has a very orangy red. Other colors differ a bit as well but maybe there's some technical detail about the palette I'm not understanding. I'm not going to sweat it too much. The master system was also limited to 16 colors at once and I'm around the 18-20 mark. But this is supposed to be sort of a minds-eye recreation of 8-bit platformers versus a super technical recreation.


There is definetely a vivid red in the master system palette, it features very prominently in all the wonder boy games -enemies, hearts, poisons, fireballs, etc. are all bright red.
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Jrecee
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Re: Does anyone remember Triceraboy for the Master System?

by Jrecee Mon Dec 06, 2010 11:22 pm

alienjesus wrote:There is definetely a vivid red in the master system palette, it features very prominently in all the wonder boy games -enemies, hearts, poisons, fireballs, etc. are all bright red.


I concur, and I've since found another palette that I may switch to that has 255 red on it.

Hmm. . . maybe not, I'll have to lose the salmon color I made him that I've now grown attached to =P
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