Big day today. In addition to getting Screenflow and iSimulate working (one had a licensing issue, the other a wifi) I figured out a really simple way to implement "resolution" switching in code.
I had to temporarily dumb down the map and will have to rearrange my map sprite sheets but I was able to cram the 4 resolutions of Mimeo in this non-blurry video (again, Dribbble's eyes only for now).
Hopefully my rambling will distract you from the fact that this is a bare-bones map and not representative of the level designs I have planned.
about 4 years ago
First!!! Shaun, you so totally blow me away. I guess I'll keep my iPod Touch for this game. I'm uber excited.
Honestly, my favorite part of your sprite animations is Mimeo's skid — so great.
The bits are also great. The detail on the 16bit spinning bit is sweet.
The fact that the visuals of the game change by "bit resolutions" is just kickass! I love the originality.
Hotness. Couple of quick thoughts (which are probably overly obvious and you can ignore because this is just a demo and you're already on it):
* I'm surprised by how smooth the bit level transitions are. Not jarring at all, which is really surprising given the level of complexity that you're adding with each one. Well done.
* But by the same token, the resolution bump when getting hit seems really subtle, a bit of Mario-esque flashing for a couple seconds would not go amiss.
* Animation is super smooth.
* HUD and control overlays look great, and don't get in the way at all. I was a bit worried about the latter, but seeing it in action pretty much puts those fears to rest.
* The hollow block floor in 2-bit mode seems kinda distracting, might be better filled in.
This looks fantastic. I'm sort of curious if the points would look better in a different color (i.e. slightly golden)— though it might just be the positioning of it in the screenshot.
@Dave I'm hoping to implement a scaling mosaic effect for transitions between resolutions (you know the one, it was abused heavily on the Super NES, especially in the Square RPGs to transition to and from random encounters).
The rest of the issues you mention are definitely artifacts of the demo state of the game. Final maps won't be anywhere near as tile-y and will more closely match what I've previewed up until this point.
"I'm hoping to implement a scaling mosaic effect for transitions between resolutions"
Very cool. I love the resolution switching, and the game dynamics look very good. Is the hit detection with the 'monsters' grid-based?
This is great. Scaling mosaic would be perfect for a transition between resolutions! I wonder if the addition of some kind of pause ala Mario shrinking/growing would be too disruptive? I guess it depends on how spread out the bits are...
"Is the hit detection with the 'monsters' grid-based?"
Depends on what you mean. It's rectangle-based but arbitrarily sized. For example the grimp sprite is 16x16 but its hit area is a 12x8 rectangle centered and aligned to the bottom of the sprite. 2-bit Mimeo is also 16x16 with a hit area of 12x14. So Mimeo can overlap a grimp by 4 pixels before a hit registers.
At one point in the demo vid you can see an 8-bit Mimeo's head pass through two grimps from below. That was only allowed because I haven't changed his hit area for the higher resolutions yet.
Ah, right, makes sense. Can't wait to play this :)
@Shaun wouldn't a mosaic get in the way if gameplay continues throughout? I was expecting more of a screen wipe. From left to right to increase the resolution, back to the left to decrease. I just worry that the mosaic would obscure the playfield too much. Unless gameplay stutters during the transition, I guess, but that seems like it'd be just as bad, or worse.
@Buck Not quite. Mode 7 was fake 3d by scaling and rotating parts a flat 2d image. I'm talking about something like this (but faster obviously).
@Vance & @Marty Super Mario Bros. adds a slight (maybe half second) pause when getting a powerup or hit. Mimeo will probably do the same. Unlike in this demo the entire playfield would freeze during the transition.
True, there is precedent a slight pause. I'm just glad to hear that the playfield will in fact freeze during the transition, at least. Of course, I should just stop questioning you, as you've clearly done plenty of research. I'm really just upset that I haven't yet figured out how to turn Metroid-style gameplay into a touch interface. Some of us are mere mortals. :)
I had no idea you were so far forward with this Shaun! Congratulations! I was surprised to see an actual "playable" demo. Looking forward to more peaks! (link not shared even though I desperately want to with my nerdy Nintendo friend!)
Gosh, that's so cool Shaun...
excellent video. can't wait to try it (and review it on our show!). keep up the awesome work dude.
This is looking REALLY good!
Now I'm really really excited about this! Looks fantastic Shaun.
Another idea I had while watching the demo (which is really impressive, btw)... do you have something planned for a hit? It seemed like if you hadn't dropped the resolution, I wouldn't have noticed the monster hit... maybe something like a slight flash or bounce back to let someone know they've been hit?
I'm guessing that your "increase resolution" transition would also be applied to "decrease resolution".
Totally makes the case on its own for Dribble to support video. :P Call it a "Fast Break" or something.
I'm very excited about this game and its potential. Shaun, keep up the good work!
keyboard shortcuts: ← previous shot → next shot L or F like
Show and tell for designers
What are you working on? Dribbble is a community of designers sharing screenshots of their work, process, and projects.
Copyright © 2009–2014 Dribbble LLC. All screenshots © their respective owners. Shipped from Salem, Mass. USA.