
There's not alot of detail in it sofar, but here's the first concept screen of my tower... I was either thinking this for the inner part of the level with the mesh screen for the outer (for walkways), or have half this and half mesh for the inner level. (Either way, I'll have some mesh for the inner part of this bottom floor along the more outer edge to show the outside while keeping the center more solid)
But yes, this level will have drop-floors and traveling outside in order to progress through the level. I will probably change the triforce to a smaller one, but I don't have one yet that matches the floor, so I'll be making one later. I'll probably make it darker inside too, if anything to make the hint tiles I have less visible (right now it's too bright and overly obvious, and the transparent part is too faded to be seen in my opinion... I'll work around it to make it work though)
I'm just wondering if this screen style works or not before I continue on and find out it doesn't work all too well for people and for design purposes.
Edit:
Aaannndddd... Here's the second screen concept for people to enjoy :

Also, I have learned that you need to set layer 3 as background, not layer two, in order to have unwalkable combos to hold walkable combos overtop
Otherwise it just remains unwalkable...
Now, As you see, the "HInt" tiles are extremely visible no matter what I try... I may have to resort to making it to be a single random star that appears and disappears slowly and only for a few frames at a time with a pause between being visible.
Edited by Limebeer, 11 February 2015 - 09:22 PM.