2 voices into that jazz! Hopefully we will be able to use 3 or 4 on our hardware. I experienced this game on an intellivision when I was an egg, later on the coco II...never saw the real arcade.
Still toying with those mockups. I'm thinking of changing the palette every level and have 3 colors that can be swapped to whatever seems the most useful for that level. I swapped yellow, purple and light green for a mid-tone gray, darker red and darker blue. Both greens were combined into a mid-tone green that would work for eventual vegetation. Also, the hero is now wearing a blue overcoat.
castle_dude_4_v1.png (3.62 KiB) Viewed 257235 times
castle_dude_4_v1-big.png (4.97 KiB) Viewed 257235 times
castle_dude_v3-big.png (3.73 KiB) Viewed 257241 times
interesting how it has progressed but the more detail the background makes it harder to see the foreground characters, i think you might need to go with some kind of black or white outline
Yeah, I'm kind of thinking that too, but I'll wait until I see how it looks on actual hardware before tweaking the palette. That and sprites movement might help too.
I'll let you guess what this one is. It uses a custom palette as all the brown and tan shades are useless for this game.
bejeweled_mockup_3.png (2.63 KiB) Viewed 257021 times
bejeweled_mockup_big_3.png (4.08 KiB) Viewed 257021 times
Edit: could not leave it alone... replaced the boring bonus bar with an oil lamp that will get brighter and brighter the closer you get to the next bonus wildcard gem.