Ahh, I'm not an environmental 'purist', I just enjoy a good atmosphere.
Yeah, same here, although the rest of Falling Water *will* be pretty much a pure environmental. (Well, you have to collect the four keys, and possibly the eye powerup, but that's it, for the entire rest of the level.)
I'm not particularly good at KS, though, so very hard and insane levels that are very pretty are rather frustrating for me - in the sense of "I know I'd really love to explore them, but I also know I won't be able to", not in the sense of "I can manage them, if I try hard enough." So, I really appreciate it when people make it easy for me to explore their worlds. :-)
I started off also using the preset gradients, and I got quite far with them, at one stage I even resorted to using coloured block tiles to patch two gradients together (creating a rather weird and cool sky effect) but eventually I hd to start editing. Eventually I found a program called "gradient maker" which is perfect for making KS backgrounds.
Hmm.... I'm tempted now to find this program... though on the other hand I kind of like working within certain limitations. Have to ponder this...
The whole 'continuity between screens' aesthetic is a tricky one to pull off. You can have natural transitions between screens without neccecarily having what I call 'semantic' continuity (that is, absolutely everything including outlines continues smoothly onto the next screen). Then there are the gradients - sometimes you want the same gradient in two screens that are vertically stacked, which looks fine in gameplay, but which would compromise what the final screenshot map would look like. In my next game I'll definitely be finding a happy medium instead of going all out!
Heh. I know what you mean. I'm compromising a lot regarding the backgrounds, but not so much regarding tile continuity - so far, anyway, though I'm getting to some areas now that seem just about impossible to link up convincingly with other areas, aesthetically speaking, because the tilesets just don't match with any of the others I intend to use.
The sad thing is, my map also has holes, and has turned out into quite an ugly shape, which doesn't lend well to a map, but there you go...
Mine will probably end up with much bigger holes in it, finally, than it has now, too. If I were to fill *all* that space, it'd take me forever! *g*
Anyway, great demo, particularly the use of custom objects in that town area was pretty damn spiffy (and the fact that I've not really seen custom objects make it even more amazing!). I guess now we can have 'go behind' tiles like the original Knytt did?
Thanks! And 'go behind' tiles are easy to make, really - cut a tile from a tileset, render a part of it invisible (if you want a window or something similar, that is), and declare it a custom object!
Overall, I can't really offer any constructive crit.. I was sad when I reached the end, which is a good thing. Looking forwards to more of it
Glad to hear you enjoyed it! More will be coming... eventually. *g*
EDIT: Oh yes, those finnicky repetetive jumps in the first sewer part - I dare say if you made those tiles more triangular, so there's a teeny bit more room to jump, it would be an improvement. I didn't have much of a problem but I can imagine less experienced platformers having trouble.
Yeah... I know that part's kind of annoying. I have to think about whether it's annoying enough to warrant changing the tileset (especially since I'm not sure how to contact the tileset maker)...