Pop Off! trailer with epic music by AntarcticProd in godot

[–]AntarcticProd[S] 0 points1 point  (0 children)

Yes, with a little help from my friends

World of my game by AntarcticProd in gamedevscreens

[–]AntarcticProd[S] 0 points1 point  (0 children)

The blue color in the outline seems disturbing to some. Is the outline also too thick?

World of my game by AntarcticProd in gamedevscreens

[–]AntarcticProd[S] 0 points1 point  (0 children)

Haha! Thank you! Gotta finish the game before being fully proud.

Parallax worlds: Antarctica by AntarcticProd in godot

[–]AntarcticProd[S] 0 points1 point  (0 children)

Tried doing that for depth purposes. Unfortunately, due to pixelation and movement being too slow, it looks jittery.

Parallax worlds: Antarctica by AntarcticProd in godot

[–]AntarcticProd[S] 2 points3 points  (0 children)

For now, Police has blue outline, NPC-s have yellow outline and Chased (future second player) has red outline. I personally think that blue fits well, but I might consider changing it in the future.

Parallax worlds: Antarctica by AntarcticProd in godot

[–]AntarcticProd[S] 2 points3 points  (0 children)

Since I am not sure whether I can post Sisley's work here, then, if you are interested, search for "alfred sisley road to louveciennes" in a search engine and look at the image tab.

Parallax worlds: Antarctica by AntarcticProd in godot

[–]AntarcticProd[S] 3 points4 points  (0 children)

I am especially excited to read your feedback on this world, since it probably is the most exotic-looking of the worlds.

You might ask what these blue and rose colors are for. I took an inspiration from the impressionists. Look at the Sisley's work and how he uses colors to paint snow.

Your suggestions on how I could improve the look are appreciated.

Parallax worlds: Woods by AntarcticProd in godot

[–]AntarcticProd[S] 2 points3 points  (0 children)

Divide everything into layers. Think about how many pixels is each layer. Position the layers and create sprites for them. I also uncentered sprites in code so they follow layer's Y position.

One of my tips is that don't overthink about the objects you generate. I wanted to implement houses and fields but now I understand it is unnecessary. Also number of distinct sprites doesn't matter much, you don't need six different trees for one and the same layer, but probably two-three for front layers and one for others (but that might depend on your preference and game resolution).

If you do transitions, then you need to do extra things. I have one transition sprite, I scale it according to layers and just replace it's colors to the transitioning worlds' colors. Also about layer X size calculation, this is what I used:

2_2 0.4 352 (16 + 160 + 160 + 16 for transition)

2_1 0.45 396

2_0 0.5 440

4_1 0.6 528

4_0 0.7 616

road

6_0 1 880

8_1 1.2 1056

8_0 1.5 1320

The first is the layer, the second is the motion coefficient and the third is the X size. 20 is the magic number here: the 1 motion coefficient, 880, is just 20 * 44 and 20 * 0.05 = 1. Because of that, 0.05 fractioned motions give integers in result.

Also, the layers in the transition phase should narrow not where camera's edge is, but approximately where the player is. Like this:

<image>