Make the room layout more interesting, as in not rectangular. Sorta like you did at the bottom, but more of it.
I must ask: what's the symbol to the right of the rupee/arrow/key counters?
Posted 17 June 2013 - 11:19 AM
Make the room layout more interesting, as in not rectangular. Sorta like you did at the bottom, but more of it.
I must ask: what's the symbol to the right of the rupee/arrow/key counters?
Posted 17 June 2013 - 11:56 AM
I could get rid of one or two current groups, but there's not really much room to move things around without making the puzzle easier. (Which might be a good idea, I don't know. I kinda like leaving it hard though, because they can always come back with flippers at the end of the game.)
It's what element you are currently. It changes what shows up in the 'Magic' section, though I only have 2 spells so far. You can switch elements by using the appropriate gem when you're at full magic (which is recovered by not pressing buttons for 3 seconds).
Posted 17 June 2013 - 12:31 PM
Ooh, cool! Element switching and spells! Very cool.
Posted 21 June 2013 - 02:27 AM

This is not going to be a Link's Awakening remake, it's going to be a sequel ![]()
Also: the clouds move
Edited by Hatsunem64, 21 June 2013 - 02:28 AM.
Posted 21 June 2013 - 02:52 AM
Moving clouds is best thing ever.
Posted 21 June 2013 - 02:58 AM
This is not going to be a Link's Awakening remake, it's going to be a sequel
Also: the clouds move
Those clouds have almost the same color as the water, at first I thought Link was drowning in a small puddle ![]()
Getting transparent to look right is hard, so I suggest trying to find the right color by using other csets, or 8 bit tiles if that fails.
Posted 21 June 2013 - 08:48 PM
Your screen needs more color. Moving clouds are awesome if you're actually using them (can't tell in a screenshot). Your subscreen counters are confusing - space out the icons a bit more and put the counters closer to their respective icons.
Keep up the good work!
Posted 22 June 2013 - 01:51 PM
Found an old Classic screenshot that I found interesting. I'm hoping it'll give people ideas!

Posted 22 June 2013 - 11:25 PM
Found an old Classic screenshot that I found interesting. I'm hoping it'll give people ideas!
That's the worst fucking thing I've seen all day. Seriously, why do you guys post this tripe!?
Just kidding, the shot itself is excellent. I'm not sure if you're testing your new Link sprite, or it's a placeholder or what but it doesn't really fit the screen.
Posted 23 June 2013 - 01:20 AM
Just kidding, the shot itself is excellent. I'm not sure if you're testing your new Link sprite, or it's a placeholder or what but it doesn't really fit the screen.
Nah, it's for his latest quest Link's Quest to a Better Tileset. He will be announcing it soon.
Jared, that's one of the best classic shots I've seen!
Posted 23 June 2013 - 07:51 AM
Posted 23 June 2013 - 08:14 AM
Well, without transition screens you can't reach screens of great importance like a dungeon entrance and everything will feel crammed in. It ruins the feeling of discovering something important and losing that "adventure" feel, everything becomes predictable.
And who knows maybe there could be a key hidden in the bushes or a Zora who just didn't emerge out of the water when Jared took the shot. Maybe you need to bring the triforce here to reveal Ganon. Maybe a cutscene with Groose takes place here. Who knows. Also judging a quest by a screen can be like judging a book by it's cover. ![]()
Edited by Shane, 23 June 2013 - 08:20 AM.
Posted 23 June 2013 - 08:18 AM
Posted 23 June 2013 - 08:24 AM
I agree, an enemy or two will liven up the screen more.
I'm more concerned about having things like HCPs, stairs, caves crammed in every screen, but I already explained that. ![]()
Posted 23 June 2013 - 11:20 AM
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