Movement is:
A and D for left to right movement. W for jump. Unfortunately, my programmer couldn’t get the enemy AI to work right, and could only get it on one enemy. Because of that I think the level feels short, but would take much longer if enemies had been throughout it.
Hopefully this is not too hard to see, but this will be around the size the characters will appear on screen. shrinking all the art down to this size gave the images a very pixelated look, which I thought was really cool because I originally would have liked to put more of an 8 bit feel into the game.
Reason for greyscale
After talking with my programmer, we decided it would look kinda cool to use a greyscale pallet for all the images. I think this will give the whole piece a bit of a stylized look to it when its all finished. I personally am reminded of the old gameboy system, and I think this pallet will capture the mood of the game a bit better than a brightly colored pallet would.
Here is the Enemy colored with his walk animation.
Here is the colored version of the character in greyscale
Plans on Catching Up…
Focus on finishing character and enemy animation and color over weekend. By Monday I need to start designing and coloring the three-layered background, if not sooner, and have that finished by next thursday.
I’ve started to color in the main character for his animation. I tested out two color pallets for the character. I think I like the color of the character enough, but his egg is where I am indecisive.
Walking animation at 30 fps. I may work on this a bit more. I can’t tell if I have made his walk cycle look natural enough for a character who is incased in an egg, so I will probably come back to this one.
Jumping animation at 30 fps