GroovyBee Posted November 11, 2015 Share Posted November 11, 2015 I used a similar moveable clipping mask and MOB prioritisation changes in the Rocketeer intro: The meteor is masked as it starts falling from inside the top "film reel animation". When the meteor passes behind the rocket it is masked to prevent it being seen through the black detail parts. When the astronaut leaves the ship he is masked to prevent him being seen through the ship detail. When the astronaut is in his flying arc I mask out a star he passes in front of. So its always a good idea to have some MOBs in reserve for masking purposes to make things more fluid. 1 Quote Link to comment Share on other sites More sharing options...
retroillucid Posted November 12, 2015 Author Share Posted November 12, 2015 Here's DK 3 (no, I'm NOT going to make that one) I did it for a member here 2 Quote Link to comment Share on other sites More sharing options...
m-crew Posted November 12, 2015 Share Posted November 12, 2015 Here's DK 3 (no, I'm NOT going to make that one) I did it for a member here :thumbsup: :thumbsup: :thumbsup: your on a roll Jean!!!!! Quote Link to comment Share on other sites More sharing options...
retroillucid Posted November 12, 2015 Author Share Posted November 12, 2015 :thumbsup: :thumbsup: :thumbsup: your on a roll Jean!!!!! I really enjoy the challenge to fit everything to Intellivision's limitations 2 Quote Link to comment Share on other sites More sharing options...
retroillucid Posted November 14, 2015 Author Share Posted November 14, 2015 Hey guys, Here's a preview of my newest INtv game: Sacred Tribe I've decided to take some extra time and polish the graphics and the Level Design The Game now have: - Title screen - Intro cutscene - 100 Different Unique Rooms (screens) - 8 Different Enemies (may have more) 14 Quote Link to comment Share on other sites More sharing options...
+KylJoy Posted November 14, 2015 Share Posted November 14, 2015 Hey guys, Here's a preview of my newest INtv game: Sacred Tribe I've decided to take some extra time and polish the graphics and the Level Design The Game now have: - Title screen - Intro cutscene - 100 Different Unique Rooms (screens) - 8 Different Enemies (may have more) ROCK ON!!! 1 Quote Link to comment Share on other sites More sharing options...
Special Teams Posted November 14, 2015 Share Posted November 14, 2015 Wow, J-F that's looking amazing! 1 Quote Link to comment Share on other sites More sharing options...
Rev Posted November 14, 2015 Share Posted November 14, 2015 Looks great. Will it not be called: Sydney Hunter Sacred Tribe? Either way is cool. 1 Quote Link to comment Share on other sites More sharing options...
retroillucid Posted November 15, 2015 Author Share Posted November 15, 2015 Looks great. Will it not be called: Sydney Hunter Sacred Tribe? Either way is cool. Nah, simply Sacred Tribe Quote Link to comment Share on other sites More sharing options...
+5-11under Posted November 15, 2015 Share Posted November 15, 2015 Looks great. Will it not be called: Sydney Hunter Sacred Tribe? Either way is cool. Just don't call it Sydney Hunter Inca Tribe. 3 Quote Link to comment Share on other sites More sharing options...
Special Teams Posted November 15, 2015 Share Posted November 15, 2015 Just don't call it Sydney Hunter Inca Tribe. Ha ha I see what you did there. 1 Quote Link to comment Share on other sites More sharing options...
+JasonlikesINTV Posted November 15, 2015 Share Posted November 15, 2015 Sydney Hunter Inca Zebra Zebra Lost Empire 2 Quote Link to comment Share on other sites More sharing options...
atari5200dude82 Posted November 15, 2015 Share Posted November 15, 2015 Looks awesome 1 Quote Link to comment Share on other sites More sharing options...
m-crew Posted November 15, 2015 Share Posted November 15, 2015 Just Wow!!! 1 Quote Link to comment Share on other sites More sharing options...
retroillucid Posted November 16, 2015 Author Share Posted November 16, 2015 While I was polishing the game, I thought to myself I could add sand as I already have fire and spikes in the game Plus, it add more to the gameplay wich is never a bad thing 5 Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted November 16, 2015 Share Posted November 16, 2015 While I was polishing the game, I thought to myself I could add sand as I already have fire and spikes in the game Plus, it add more to the gameplay wich is never a bad thing Looks a bit too bright in my opinion. You might want to add some dither/shading in there to break it up a bit. 2 Quote Link to comment Share on other sites More sharing options...
Rev Posted November 16, 2015 Share Posted November 16, 2015 If it was blue it could be water. :-) Quote Link to comment Share on other sites More sharing options...
retroillucid Posted November 16, 2015 Author Share Posted November 16, 2015 Looks a bit too bright in my opinion. You might want to add some dither/shading in there to break it up a bit. Thanks for the advice That was also my thoughts but wanted opinion/suggestions on it before taking a decision Should I add water as well? 1 Quote Link to comment Share on other sites More sharing options...
Rev Posted November 16, 2015 Share Posted November 16, 2015 Or.....make it white and it will be snow! Quote Link to comment Share on other sites More sharing options...
retroillucid Posted November 16, 2015 Author Share Posted November 16, 2015 If it was blue it could be water. :-) The flow as it is could fit water pretty well I've to slower the animation for sand moving Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted November 16, 2015 Share Posted November 16, 2015 Thanks for the advice That was also my thoughts but wanted opinion/suggestions on it before taking a decision Big areas of plain "foreground" colour always look a bit odd. If you broke it up with some rocks or more of the blue stones it might not be so bad. Should I add water as well? In a pit or water/acid drops? If its in a pit is it going to be a death trap? If so it might be better if you have some of the darker blue stones at the bottom and then maybe 8 pixels in height of cyan and then 4 to 6 pixels of a nice ripple effect. The dark purple might also be good for that. 1 Quote Link to comment Share on other sites More sharing options...
retroillucid Posted November 16, 2015 Author Share Posted November 16, 2015 Big areas of plain "foreground" colour always look a bit odd. If you broke it up with some rocks or more of the blue stones it might not be so bad. In a pit or water/acid drops? If its in a pit is it going to be a death trap? If so it might be better if you have some of the darker blue stones at the bottom and then maybe 8 pixels in height of cyan and then 4 to 6 pixels of a nice ripple effect. The dark purple might also be good for that. I like those suggestions! thanks! 1 Quote Link to comment Share on other sites More sharing options...
intvsteve Posted November 16, 2015 Share Posted November 16, 2015 While I was polishing the game, I thought to myself I could add sand as I already have fire and spikes in the game Plus, it add more to the gameplay wich is never a bad thing That picture is actually mesmerizing... it looks 3-D, with the gold jutting out from the black/blue. Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted November 16, 2015 Share Posted November 16, 2015 I think it would add some more atmosphere to this style of game if you could randomly see bats fly past the windows (on the outside) or you see the blinking eyes of a small rodent in a dark corner or a bigger bubble of lava in the lava pool etc. Things that aren't necessarily going to hurt the player's avatar or aid their mission but the player has to do a double take and then will wait for it to happen again. But only add the extra polish if you have free sprites and ROM space for such extra eye candy. Quote Link to comment Share on other sites More sharing options...
Alp Posted November 16, 2015 Share Posted November 16, 2015 That picture is actually mesmerizing... it looks 3-D, with the gold jutting out from the black/blue. That effect is called contrast. It's when you grab colors from the opposite ends of the spectrum, to unify elements. 1 Quote Link to comment Share on other sites More sharing options...
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