Platformer #32 - New Artwork, Sky, Foreground Tile Display

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Published on ● Video Link: https://www.youtube.com/watch?v=utSv3Lrfgvc



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Duration: 1:22
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2022-April-17. New artwork made with Aseprite. I tried using the NES palette, but it was too restrictive; I didn't have enough darks. While it had enough hues, with only 4 colors per hue, I would have to use very bright versions of them. I checked my favourite NES games to see how they handled it, and sure enough, those graphics are very, very bright. I moved to use the Google palette, and was able to get the colors right, but it still looked very bad. I tired making the tiles seamless and it felt wrong. I finally settled on what I liked -- visible bright/dark edges to all tiles, and 2x2 paint brush strokes, to make it more "stylized" I believe the term is.

The background felt out of whack, so I had to clear that up with many touches; reducing color, reducing hues, cleaning up the dithering mess from prior conversions. I know the haze bands aren't proper sized, but I am iterating to get it better.

LEGACY NOTES:
2D platformer engine original made ~10 years ago, in 2011, for a local game jam. It is based off of an idea I had for 5 or 10 years or more at the time, for which I have a lot of game design documents for. It predates all of the of the relatively modern 2D and 3D terrain games where you can influence its shape. But it does not predate the abundance of 1980's single-screen, or simple 1-way scrolling, games that implemented these same ideas that perhaps we simply forgot about for 3 decades. This has been a dream for me to create since I played the classics in the 1980's, and was amazed that not only could you create a world for a gamer to live in, but also interact and modify. Of course, I made my own games like this, but the real dream was something much more immersive, but still 2D, where you can get some magical things to happen and be visualized that even 3D mastery cannot achieve. But what you see here is just the basics of a weekend demo that I've cleaned up a bit.

Playlists:
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- Platform Destruction: https://youtube.com/watch?v=QrUB66_wTGo&list=PLjnbT4UISq0bOcfu6Tl7kVQpBShxDA_rg
- Voxel Terrain: https://youtube.com/watch?v=uadGU-stF-w&list=PLjnbT4UISq0bQF1g85tE9jTrKfEtdRYlY
- 3D Ray Casting: https://youtube.com/watch?v=SkaPYZOKPQg&list=PLjnbT4UISq0YcFtRFjFQqK0g6ONNCtrvY
- Graph-All Calculator: https://youtube.com/watch?v=kLSc7bZW2Bs&list=PLjnbT4UISq0YLgynFSpLzml4BMC6TDZL2
- Shmup Engine: https://youtube.com/watch?v=l9bIYkZepPo&list=PLjnbT4UISq0Y_7IAN_zUzxgZnfhXxo_0Q
- Road Pseudo-3D: https://youtube.com/watch?v=rA4g4VX7ys8&list=PLjnbT4UISq0bnfd1RC3M4PgTgkmhlkikV
- Arena Shooter: https://youtube.com/watch?v=VKjiuq437t0&list=PLjnbT4UISq0adw__Y9B2eXA0LL35TyORU

Websites:
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- GitHub: https://github.com/JDoucette
- Indie Game Studio: http://xona.com
- Blog: http://thefirstpixel.com







Tags:
gamedev
monogame
indie
development
graphics
engine
xona
firstpixel
pixel
pixelart
retro
coding
wolf3d
raycast
raycasting
software
custom
shader



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Super Mario Bros. Statistics For Jason Doucette

At this time, Jason Doucette has 1,203 views for Super Mario Bros. spread across 3 videos. There's close to an hours worth of content for Super Mario Bros. published on his channel, or 3.12% of the total watchable video on Jason Doucette's YouTube channel.