![]() ![]() Willsaber Īs a visual, here is a mockup of how the game might look. GUI and art style are still pending but the resolution, palette, sprite size and tile size are basically set in stone. The direction I propose this project takes is to have simple, repetitive foreground elements with a nicely filled-in background. More detailed than Mario platformers but not as detailed as, say, Super Smash Flash. Parallax backgrounds may or may not be a thing. ![]() The palette that has been agreed upon is Version 2 of pixeltao's NES palette. Sprite restrictions will not apply and more colors may be added at a later date like Shovel Knight did. ![]() Last edited by DragonDePlatino on Mon 7:39 pm, edited 1 time in total. I've got experience with coding level editors from working on NEW Super Fangame Maker, so I'd like to work on that if we go for it. I also have experience working in team projects. I've been on the Doctor Who Client Mod, a MC mod collab called Jurassicraft, an old team-based iteration of Super Mario Crusades back in 2014, and the ultimately-failed Project Purplius (a collaborative Abducted Toad fangame). Last edited by Willsaber on Tue 12:34 am, edited 1 time in total. Mit, Dustin, and everyone else can do just as good a job doing any other theme. I know they could, and I'm absolutely certain I could, but I don't want to. At the end of the day I'm going to make the game I feel like I'll be having fun making, and fangames are fun for me. They let me express my creativity with a world I love. Team projects always limit your control over a project to some degree (generally the larger the team, the less control you have), and this is a pretty large team for a fangame. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |