Grant Atlus

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stageleft
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Grant Atlus

Postby stageleft » Thu Dec 10, 2015 6:58 pm

Find The Stars and Open the Warps.
Using a SMW world map, designed to be laid back with a fun amount of power-ups but there are still many challanges, not bad in 2-Player mode.

Screen Shots
Spoiler: show
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Download
(Link Taken Down Until Full Version. comming soon ETA end of January)
Last edited by stageleft on Sun Jan 03, 2016 9:55 pm, edited 22 times in total.

PixelPest
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Re: Grant Atlus (Demo)

Postby PixelPest » Thu Dec 10, 2015 8:40 pm

Please don't take screenshots in fullscreen. It distorts them.

HenryRichard
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Re: Grant Atlus (Demo)

Postby HenryRichard » Thu Dec 10, 2015 9:59 pm

The graphics you've chosen to use don't fit together that well, and even though it's possible for them to work together it's entirely destroyed by the massive amounts of cutoff.

stageleft
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Re: Grant Atlus (Demo)

Postby stageleft » Thu Dec 10, 2015 11:29 pm

Pixel Pest thanks for the advice, I will update my screen shots shortly.

Mable
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Re: Grant Atlus (Demo)

Postby Mable » Fri Dec 11, 2015 12:38 am

Well, if you're to do it like that not many people will enjoy this episode tbh.

stageleft
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Re: Grant Atlus (Demo)

Postby stageleft » Fri Dec 11, 2015 2:10 am

I made sure that the game looks good and flows together. Uniform can be really boring
HenryRichard, I was expecting someone would say the graphics don't fit well together. This is because I'm trying something new for the graphical look, getting away from being too traditional.
In game the graphics do work quite well together, except that piece on the overhead map that I think you are talking about.
Last edited by PixelPest on Fri Dec 11, 2015 7:22 am, edited 1 time in total.
Reason: Double-Posting

Emral
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Re: Grant Atlus (Demo)

Postby Emral » Fri Dec 11, 2015 6:06 am

IMO a LOT of creativity is needed for the player to even remotely understand what's happening in the screens. This is atari-era of subtility in design. For example, I guess the black lines which suddenly stop on the world map are supposed to be a split in the rocks or something, but to most people it'll just look like you arbitrarily placed world map tiles you could find in the editor, which, to me, doesn't look very appealing.

I don't think you need to make the game "uniform" at all, just polishing the look you're going for might be a good idea. Some areas, like the 8-Bit castle inside another castle, look really sluggishly made, and while I get it if you wanted to use mostly vanilla assets, to me, that's no excuse to place a decapitated hydra head next to a snowy tree, without at least providing some backstory as to how that happened.

stageleft
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Re: Grant Atlus (Demo)

Postby stageleft » Fri Dec 11, 2015 7:02 am

I should have clarified that this game is a purely dreamscape-like atmosphere in which the stages are easy to navigate but some areas will definately make you wonder what is going on. There is no story-line yet and may not be at all other than to explore. The idea is that you won't be experiencing any stages which are similar. However I do get your point about the world map, yes those are supposed to be cracks in the mountain walls. I will polish those up when I have time to nit pick. All of the stages were made to be interesting and of a large variety. As for the castle within the castle setting, that is a theatrical play of the rubble from a mario stage being left behind and built over. It'll all make sense in the graphical regard if you try it out.


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