You and your drug trips.
Is that the official train ride through methapsilococapeyotaholijuana addiction?
Edited by Lüt, 24 December 2016 - 06:19 PM.
Posted 24 December 2016 - 04:52 AM
You and your drug trips.
Is that the official train ride through methapsilococapeyotaholijuana addiction?
Edited by Lüt, 24 December 2016 - 06:19 PM.
Posted 24 December 2016 - 11:16 AM
Posted 24 December 2016 - 11:51 AM
You know, I think it could look really interesting if you colorate the walls in differet colors. Like
blue
g b
r r
e o
e w
n n
red
only for example. To have more colorful dungeons fitting the ow-screen you posted in sotw.
Posted 24 December 2016 - 12:30 PM
You know, I think it could look really interesting if you colorate the walls in differet colors. Like
blue
g b
r r
e o
e w
n n
red
only for example. To have more colorful dungeons fitting the ow-screen you posted in sotw.
Posted 24 December 2016 - 05:48 PM
You could use 8bit-tiles I think. Not sure what the actual palette looks like though, doesn't it even have free slots (black) in classic? Anyway, you have rather simple walls, it should be rather easy to make new walls based on the actual ones if you only need to recolor them.
Posted 24 December 2016 - 06:17 PM
You know, one thing I've always wondered but never wanted to try because I wouldn't actually use it, but this topic gives me an opportunity to - making grayscale tiles and using color overlays to color them:
You could make the main palette grayscale and use a small selection of solid color shapes (square, diagonal, etc.) to color everything using a transparent layer.
Of course, working with transparency in 8-bit can be a chore unto itself, but if you want quad-colored walls without a massive palette overhaul, you only need space to tack on 4 colors and the shading will take care of itself.
Posted 26 December 2016 - 05:37 AM
I had something like this:
But it'd probably be far more difficult doing it with freeform design, but far less "lazy" and more inspired than one colour per wall. I'd say the better option is differentiating the door frame, floor, wall and ceiling colours.
Posted 26 December 2016 - 01:06 PM
Posted 02 January 2017 - 12:28 AM
Having successfully align 99 percent of all my Metroid 3 maps, I will soon be ready to submit them for review to create a map making script. Hopefully, I won't have to anything else seeing as how I've already moved a ton of stuff around to accomplish this much.
For an example of the reworked area maps and the amount of space that they take up, consider Norfair. This requires 7 maps that are 16 x 8 screens large to put them all together in a way which allows all horizontal and vertical corridors to line up.
Here's the adjusted map.
I'd post some of the others, but the only reason I created this example patched together map was so I could figure out how some of the rooms connect with one another so that I could get them lined up correctly.
Posted 02 January 2017 - 06:01 AM
Not sure if I already posted a map to this thread, but here you go. This is the incomplete map for my newest quest. For the two of you that saw the thread for my quest, you'll see that this map's only a little more updated than the one on that topic, but a map's a map, I guess. If it's too small, I apologise.
Please share your thoughts, if you want to.
Posted 25 January 2017 - 08:38 PM
Damn, that is beautiful.
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