Last Fighter D [WIP]

A place for people with an interest in developing new shmups.
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AlexMdle
Posts: 21
Joined: Tue Mar 15, 2011 4:44 pm

Re: Last Fighter D [WIP]

Post by AlexMdle »

I agree that the pillar looks out of place, but really, I only planned for it to show up when the player enters the base (Stage 3a starts out with a tag-team fight against 2 minibosses, before you move inside).

As to HUD, I decided to go ahead and add some texture.

ImageImage


The whole trigger for improving it was feedback that stated that the HUD colors were distracting, especially since the enemies/bullets were already red. I could see where that was coming from. So HUD needed an overhaul. Again. With different, less saturated colors.

The only problem, as pointed out by Pure, is that while doing that I should avoid http://tvtropes.org/pmwiki/pmwiki.php/Main/RealIsBrown at all costs.

I think I'm done improving it for now.
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BPzeBanshee
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Joined: Sun Feb 08, 2009 3:59 am

Re: Last Fighter D [WIP]

Post by BPzeBanshee »

Well said, and I agree with the HUD as well - big improvement! :D

I suppose since you're using the sides of the screen there for key display stuff like score there won't be a TATE mode in this at all?
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Udderdude
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Re: Last Fighter D [WIP]

Post by Udderdude »

Really can't get behind those dull, pastel colors.
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AlexMdle
Posts: 21
Joined: Tue Mar 15, 2011 4:44 pm

Re: Last Fighter D [WIP]

Post by AlexMdle »

Dull colors distract less from the flashy red bullets.

Honestly, just following advice from feedback there.
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