Herr Schatten wrote:Yes, I see. That's what I said: I can see that quite a bit of work went into updating the graphics. I'm just not sure it has the desired effect.
What you do, basically, is upscaling the graphics, then removing the jaggies. However, you just smooth out the borders of the coloured areas, which gives the aforementioned effect: It looks like an impressionist painting, where the objects are constructed from blobs of colour. You don't add any detail or re-imagine the graphics, thus making the transition to hd more or less useless, as the original pixelated art looks a lot more crisp and detailed.
I understand what you mean, but do you play the game full screen (with F4) or do you let the original resolution. What's your desktop resolution ?
I play the game with the original resolution in 1680x1050 and GFX looks nice this way. I wonder if I shouldn't remove the fullscreen option...
Herr Schatten wrote:Tell you what: Why don't you send me files of, say, three sprites from the game and I'll try to touch them up a bit to illustrate my point?
OK, I will send you three sprites.
Herr Schatten wrote:In the meantime, I have played the current build of the game. May I offer some criticism? I sincerely hope it doesn't come across as too harsh, as I really appreciate your efforts and I think you're on a good way
Please, every criticism give me a chance to improve the game.
Herr Schatten wrote:- The autofire frequency is far too high. Some shots go right through enemies regardless.
Somebody else told me the same thing and I wasn't satisfied by the shot rate so I have diminished it in the next update.
Herr Schatten wrote:- It's a bad idea to allow the player to charge the beam while he can still fire the normal gun. It totally defies the idea of exchanging security for power.
I didn't notice I had made this mistake, so I will have to fix it. Thanks.
Herr Schatten wrote:- The enemies shoot a lot more than in the original game.
Yeah, but it is sometimes difficult to set that kind of thing to be as near as possible from the original game. There are too much things to set in a game and I unfortunately have too few time to achieve them.
Herr Schatten wrote:- Sometimes bullets just hang somewhere in the middle of the screen without moving.
Yeah, it sometimes happens when an ennemy shoot just before dying (I think it's the reason). The mid-boss for instance.
Herr Schatten wrote:- The hit detection is off. Sometimes just getting near the background with the top part of the ship (without actually touching it) drains energy. Additionally, you must hit enemies in the middle of the sprite to damage them. The original game allowed you to just scratch their edges and still deal full damage.
I don't see, could you illustrate that with a screenshot please.
Herr Schatten wrote:- The first boss doesn't work the way it's supposed to. In the original game, You must score some direct hits to the snake, which then opens up the blue eye in the upper right corner, which you must damage to destroy the boss. The snake itself is invulnerable, it's just there to make the eye open up. In the original game, there's a safe spot in the upper left corner. It's not there in the remake.
You mean that the snake trajectory doesn't allow you to "sneak" in the upper left corner ?
Herr Schatten wrote:- The second stage seems mostly accurate. There seem to be more of the UFO enemies in the part with the clouds and the dragons than I seem to remember, though. I'm pretty sure there are just two of them in the original.
I have to admit that I lost the count during this phase, I will try to fix that.
Thank you for all these constructive comments, I sure will study them to make the game better.
But, yeah there is a but, I would like to insist on one important think : Last-Out will never be a perfect PC conversion of Z-Out cause I am making it as a remake, sure with flaws but with improvements too (the parallaxe for instance).
I hope you understand my point of view, it is this way I have created
Blazing Wings ie with new weapons, and a new stage.
