Well, well, you are a quick one As I said the system is in the works, it's not finished yet, so is the level, because the tilemap is not ready. We are all very busy with "real life stuff" so progress is slow (note the gap between the updates).
I don't want to spread myself too thin by working on both Panjoust and Wandor, but I can't resist stuff like this, it's simply my specialty.
Right now it is late, but I will start bright and early tomorrow on some concept BGs for the pirate level if that's alright with you.
Should I incorporate multiple layers similar to panjoust? As much information as I can get would greatly improve my ability to help you.
what are the estimated dimensions?
Therefore I can't really tell, but levels can be pretty wide, so the image cannot be too large (though we can implement a function for looping the image). As clarification: Level will scroll seamlessly in horizontal direction and probably very wide, vertical movement will be restricted in the future.
Best would be you send me a PM with your mail as we have set up a Google group where we discuss all stuff (and release updates from time to time - we have some secrets ). You can find more info there and get in touch with the other artists.
Heh, the videos are pretty darn old (latest is from Sep 09), the Wandor sprite beneath the enemies I posted is the current and finished one (it's 52x90px). I think pixelmind used this original dimensions as reference in his images.
So I started with a potential color palette for the cave level, all of this is impermanent.
I noticed though, that the spritework and videos you have posted don't really work together gameplay wise, so I cut the detailing short.
The current working character sprite couldn't be more than 20px high, while the main character art posted directly above me is more than four times that, closer to 90px. With the height of the pandora only being able to render 480px, you're left with only a tiny margin for the actual platforming; clearly you have made some changes from the videos that I originally intended to use as reference for the way the art might play out. I think it would be imprudent (and downright stupid) of me to start anything if it will end up not matching both the gameplay and the art stlye of the current work. If you have already implemented any of Pixelmind's work, I would need to see it before I start on anything that will be even REMOTELY usable.
Also the levels are tile-based (48x48px so gameplay will be on around 17 times 10 tiles with the hero being around 1x2 tiles big), so we have two layers of tiles which will affect gameplay and then we can have multiple scrolling background levels (in the future). These cannot have any impact on the gameplay such as collision detection and should be less contract rich, so they really fade in the background.
I like the colours in the image you posted, great cave atmosphere, but it does not look like a background image, more like you intended to use it for collision detection, too.
Here is what the current (but old), unprofessional (as drawn by me) and temporary tilemap for the level you can see in the video looks like:
Still, thanks for the effort so far, I really appreciate it
I think I will compile and upload the latest version, so you can play it and take a look for yourself (but please note, this is a working beta, so it contains lots of bugs and features implemented are probably uncompleted and buggy).
EDIT: Just noted we have a r26 uploaded, it's not the latest one, but nothing important to you has been added in the meantime (like the new level format).
Download it here (W32 build): http://code.google.c...or.zip&can=2&q= (all needed files should be included, just extract anywhere and run Penjin3D.exe)
Edited by foxblock, 27 January 2010 - 08:31 PM.