Myndale wrote:No problem with sprites, although for terrain I'd probably prefer to keep it free-form. It means people can just use PAINT.NET or whatever for level design without being constrained to a fixed set of terrain tiles.
Super! I´d prefer it that way too, so we could go wild on the scenery.
Myndale wrote:Awesome, thanks! Grey-scale is fine, just post them here as PNG or something.
Nice, I´ve done some simple PB stuff and grey, will post what I have for testing, but I will sure then use grey everywhere on final art.
Myndale wrote:One last thing....I'm going to create a GIT repository for this project, what do you want to call it?
Hmmm, hard call, if we are going to shot for an original game, then an original name is a must.
But I guess for the hub it could be anything (for production´s sake) if we can change it later.
Here is a sprite sheet of the player and a couple 9 screen levels, one organized as 3x3 screen and another as a snake form.
Are those ok for testing? I colored green the start, red the inbetweens and blue the end.
It may not fit our changes (no scroll), but you can use them as you must.
I guess getting a proper feeling of the ship is the more important part gameplay wise.
Like I said before, we could also have a hud with a 5 pixels line cross depicting the finetune approach velocities, like 0 or 1 pixel away from center is fine, 2 or above is a crash(or damage). Or something like this if it becomes too hard to sense a small pixel ship landing.
I thought the ship could also have a hull, so you could crash a few times before exploding, single life game, exploding means the end.
On the players sprite, the main fire could animatedly alternate between the fires of the side versions, keeping the white point central.
Other thoughts were about the environment, we could have winds too.
I´m just pushing some ideas, fell free to dismiss them as needed in code.
EDIT: While the sprites fully rotate, I guess the lower part is fine if we can rotate and flip. Also, in the middle you have a landing gear animation, and an animation of the weak thrust.