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/vr/ - Retro Games


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File: 107 KB, 1920x1200, 1369253178603.png [View same] [iqdb] [saucenao] [google]
716652 No.716652 [Reply] [Original]

Hi /vr/. What are some must-haves of 8-bit platform games?
>jump higher by holding the button longer

>> No.716654

Oh, also, are there any 2D RPG platform games like Adventure of Link?

>> No.716668

>>716654
Astyanax comes to mind. But I suck at it since I lost my kid-savant powers.

http://youtu.be/DsChlK2TKRo

>> No.716667

>>716652
Are you asking abut must-have games or must-know tips for games?

>> No.716736

>>716667
This, confused as well.
Must-have games should just be the ones you enjoy by the way, I think having games for the novelty of it is pretty fucking stupid

>> No.716758

Super Mario Bros 3 and MegaMan II are absolutely must haves, and both can be acquired pretty cheap.

>> No.716776

>>716654
Battle of Olympus

>> No.716796

>>716652
thats a wicked cool picture OP

>> No.716804

>Changing direction mid-jump
Castlevania was harder than it needed to be because of lack of this

>> No.716815

>>716668
>>716776
Thanks!

>>716667
>>716736
I mean the minimum mechanics that a game needs to meet standards.

>> No.716817

>>716804
But the difficult controls forced you to play the game as intended.

>> No.716825

>>716815
Jumping and moving at a reasonable pace. If the levels are stretched out you should move faster or have a run button

>> No.716831

>>716796
Yea I like it too, an Anon posted it on /vr/ the other day.

>> No.716843

Having a reasonable-sized sprite. I can't tell you how many games just feel shitty because they felt the need to put every goddamn detail into the character and ended up having him fill a third of the screen.

Just make him small and stylized. If you put a picture of the guy somewhere we'll get what he's supposed to look like. This will also make bosses look bigger in comparison.

>> No.716851

>>716817
I appreciate that challenge, I'm just saying if I were developing a game I wouldn't have it like that. I'd make the gaps/platforms trickier if anything, not the actual jumping

>> No.716859

Bottomless pits, of course

>> No.716860
File: 95 KB, 1920x1200, controlly.png [View same] [iqdb] [saucenao] [google]
716860

>>716815
>I mean the minimum mechanics that a game needs to meet standards.
Wonder Boy 3 lacked the ability to vary the jump, but is eminently playable. The Mystery of Atlantis has it, but does not allow direction change, making it insanely hard.

>>716831
>>716796
Heh, I made that. It was part of some wallpapering experiments using 120x75 pictures scaled x16 (1920x1200, 19:10 FHD wallpaper), and then each pixel replaced with a 16x16 game tile sprite. The Metroid one above was my favorite. Here is a crappier one.

>> No.716872

Am I the only one who doesn't give a shit about warp zones and whistles? I bought the game and want to see the content. If it's meant for people who beat the game already, put a level select in there. Speedrunning isn't that cool.

>> No.716876

>>716872
>Speedrunning isn't that cool.
Yes it is

>> No.716902

>>716860
I like your shit!

>> No.716906

>>716668
How do you pronounce that name?

>> No.716920

>>716872

Good thing it's optional then, so you can skip using while it's still available for those who desire it.

>> No.716931
File: 41 KB, 1920x1200, moto2.png [View same] [iqdb] [saucenao] [google]
716931

>>716902
...yay?

It isn't hard. Find a picture, crop/scale it to 120x75, reduce it to a small palette (like around 10-20 colors, if it isn't already), enlarge it to 1920x1200 with no interpolation (pixel perfect).

For each color: Select-by-color, create new layer, fill by pattern. The patterns should be 16x16 tiles from various video games. I used game maps of Metroid to select a bunch of tiles, close to the colors I was replacing.

Merge the layers, export.

>> No.716970

>>716906
əˈstaJ.ənæks

>> No.717018

>>716970
Thanks I got it now!

>> No.717016 [DELETED] 

>>716931

fucking asshole, kill yourself

>receive compliment
>act like a 2 year old bitch