///NEWS
I've added an entirely new aspect to the game… a centerpiece to the plot.It's a weapon. A weapon you wouldn't expect but fitting nonetheless. It's not too cliche but it isn't completely out there. It's a LONGBOW. in CRIMSON STAR, it's the SPIRITBOW. The SPIRIT BOW is actually the key to the crimson temples, and carries the Crimson Gear. The bow can be upgraded and so can your SPIRIT.BASICALLY this is how it works. You can, like I said, upgrade your Spiritbow, and your Spirit.Spirit Upgrades are different elemental attacks [e.g. Freeze] and levels of effectiveness.Spirit Bow upgrades include increased arrow damage, Arrow Infusion [with spirit attacks] and Feather Bow [ability to land softly from a high jump]AND NOW…///SCREENSIn the beginning of the game when you first begin to play, You get the Crimson Gear and the Spirit Bow and everything.Yea.LATERZ.
Man, it's looking better with each new blog!
I envy your skills.Thankyou. ^^
No problem! =D
Thank you for a game dev blog. These are far too rare on 64d these days.
As for the screenshots, try to use no-AA OR AA. It doesn't look good when you use smooth graphics and then some are hard pixels. You can see what I mean in your banner: the logo is plain pixels and background is smooth.Looks really nice. But I must say the inside locations look cooler then the outside ones. It's something with the black top of thsoe broken walls. Perhaps try some alpha masking? Also the pillar connection to the floor looks semi-jagged.
Nobody's right. The black top of the walls looks bad. I did some editing and just deleting that black edge makes it look much better.
Fixed. Pillars connect seemlessly and the dark edge of the jagged walls is now a light color, identical infact to the surface of the floor tiles.
I only use interpolation on rotated sprites. I want it to look sharp, but rotated sprites without interpolation look terrible.
Not a single comment on the spiritbow?
Before you mention it, I know that the bigger red plants have a nasty outline and do not match all together. I fixed that too.