Tag Archives: Mega Man

Dreamblazers Devlog: Week of March 2, 2015

Let that serve as my introduction to what’s been a whirlwind week of art. :D And it applies not only to characters, but also to pixel art—so first up, because it takes less vertical scrolling, here’s a pixel art preview from Becca!

Ah, look at those lovelies! ♥

This is her mockup, not the actual in-game layout of one of the early areas—I need to convert my placeholders to this real tileset, with colliders and all—but it’s a good thing she made it since I see a couple ideas here that I wouldn’t have realized were possible just from looking at the tiles.

This tileset is for the first cave the player will enter (no matter how “out-of-order” they take the first continent, there aren’t any other caves to enter first), so the friendly and warm feel of the color palette sets the tone for the rest of the game. All the beach-related tiles will also show up later on the second continent, the Grand Isle of Lumina—but let’s not get ahead of ourselves. ;P

The inspiration for the rock walls comes mainly from Final Fantasy VI, including the fact that they come in a different color not shown here that will be used for other caves, while the shallow water layer on the floor was inspired by a few areas of Chrono Trigger. That layer animates, as does the deep water on the lower left. The inhabitants are pretty adorable, so there are also some cutesy objects around their living quarters!

The next tileset will be the overworld and I’m gathering the remaining references for those today. =)

Next up: tons of new faces from Flora!

Portrait Collection 8

Today’s notes:

* When I have a big enough audience, I’d really love to play a game of “Guess Which Of These Characters You Don’t Fight” with this image. =P Top to bottom are Celty, Evelyn Castillo, Jelia, Jig Starlight, Kelly, Lash, Recca, and Spring.

* Compared to last week’s selection of Ardis, Astrid Crys Alucia, Besarre, and Leaf, these characters have fewer expressions each. This is partly because of their personalities or roles in the story, but also because sometimes I realize only after seeing the exact number of expressions that I asked for that I do need more than expected. Look for almost all of these characters to get 1 or 2 more faces in the coming weeks. Incidentally, the number of faces per character (and especially the current number) doesn’t say much about their story importance; nobody has more screen time than Celty or Recca.

* Random trivia time about Jelia! Her original name in my 2000-2001 documents was Jelly, but that obviously couldn’t stand since Jelly’s now the name of my mascot. Her original incarnation was significantly more colorful, if you can believe that, but even on paper it looked like a pretty disgusting level of non-coordination. =P

* Random trivia time about Jig! She and her brother Tango were always going to have musical names, but going through different music-related terms was quite an ordeal. A lot of the good names were taken by Mega Man—in fact, as I would realize only later, the name Tango was one of them.

My original idea was Twist and Tango, the T&T twins. For an inventor like Jig, Twist would have been an interesting name that carried a musical connotation while also implying things like twisting wrenches or turning gears. They would also both be named for dances, just as they are now. Only problem? My Little Pony ruined that for me with a Twist who’s more of a geeky character—the antithesis of Jig. Running through all the names of dances, Jig stood out as a pretty upbeat name that could also be taken as part of a jigsaw puzzle, a fact that Flora picked up on without my even mentioning it since puzzle pieces ended up in her design.

* Random trivia time about Lash! Along with Celty and one other as-of-yet-unrevealed (and undesigned!) character, Lash is one of my oldest surviving characters harkening way back to 1997. Many of my other characters back then were pretty dubious in quality, not to mention being ripoffs of whatever I was playing and watching at the time, but Lash has endured.

Seven Types of Difficulty in Games

Of all the Let’s Players out there, raocow stands out as one who gives fun, wacky commentary, but also has an eye for design and brings up insights on level structure, aesthetics, and the creative use of technology. He certainly isn’t out to trash or make fun of the games he plays, either, which are my least favorite kinds of LPs, and he mostly plays rom hacks and indie games that tend to put into perspective how indie developers (including individual game designers) can utilize ideas that bigger developers wouldn’t, ranging from games that are too hard to sell to a mass audience to games like Psycho Waluigi, a platformer in which Waluigi gains psychic powers and sets out to conquer the world.

The video he posted today was one of those hard levels—was it ever. Above all, I watch raocow because he’s a jovial, positive dude, so when he titles one of his episodes “Unraocow video” then I know we’re in for something brutal. I’ll say first that I’ve loved watching the rest of New! Super Mario World 2: Yoshi’s Island by YoshisFan. I’m not writing this as an attack (and I doubt he’d see it anyway). I’d say YoshisFan has done great work on a wonderful Yoshi’s Island fan game. I enjoyed Artoon’s Yoshi’s Island DS, but I’d take his game over it any day.

This one level, though, goes over the line—and, as always in my blog, the question is why and how. Most people who dislike the level would give the simple answer “it’s too difficult,” but I want to break down what that really means. Writing about “legitimate” and overbearing difficulty has been on my backburner and today just brought it to the forefront. Here are seven types of difficulty found in video games:

  • Challenging enemies (enemy overload, powerful individual enemies, large sprays of bullets)
  • Changes to game mechanics (altered gravity, slippery floors, wind)
  • Gauntlet length (boss rushes, Dr. Wily’s fortress in any Mega Man, individually long levels)
  • Harsh punishment (one-hit deaths, redoing half an hour of gameplay)
  • Necessary memorization (complex tracks in racing games, speed sequences in action games)
  • Precision movement (tight platforming, stealth sequences)
  • Time limits (literal time limits, a Tetris screen filling up)
  • Past the jump we'll find out how the types of difficulty are used. Also, more pictures. You like pictures, right? I mean, everyone who plays video games should. No offense to text-based RPG players, by the way. I love them myself.

    Ten Breeds of Memorable and Immortal 2D Sprites (part 2)

    6. Beastly Screen-filling Sprites

    Long before Shadow of the Colossus and Monster Hunter, 2D game developers understood the power of monsters too big to be contained in a TV. After the player grows used to smaller enemies, a large one leaves an impression.

    EarthBound proves that enormous enemies don’t even need to look especially threatening:


    Developers typically save this technique for late-game bosses, so I won’t ruin the surprise by directly showing some of my favorites, but other examples of capital-sized enemies include Secret of Mana, EarthBound, Chrono Trigger, and Mother 3. The Etrian Odyssey series has also taken this idea to another level, but I’ll reserve that for another day—and a post to itself!

    One major series that doesn’t take full advantage is Pokémon. The third and fourth generations of games, Ruby and Sapphire and Diamond and Pearl, had a cool Pokédex feature comparing the height scale of a human with any Pokémon the player had caught to demonstrate how small a Diglett or how large a Wailord is, but during battles, size differences only show in the home console games. In the main portable games, almost every fully-evolved monster looks about the same size as any other, whether it’s the fourteen-foot-tall creator of the oceans or a dancing 4’11” Mexican pineapple duck.

    We know that Kyogre doesn't like Groudon too much, forcing Rayquaza to step in and stop the two of them from destroying the world, but what happens when Kyogre swims around the ocean it created and runs into Lugia, the guardian of the seas? If Kyogre assigned that role to Lugia, maybe they hang out together. If Lugia took on that role without being commissioned, does Kyogre have a problem with it? Ever thought about that? Ludicolo is a ridiculous design if there ever was one, though that's part of why I love it. More of why I love it is for being the underdog who's destroyed most Kyogre movesets since 2002.

    The appearance of a legendary Pokémon could inspire awe if drawn to scale, so this could be considered a missed opportunity. Still, the sale of 215 million games makes it obvious that players already love Pokémon and its artwork to death (and I’m one of them), so maybe leaving well enough alone is for the best. If nothing else, the absence of visible size differences helps convey that most Pokémon can contribute to a victory under the right circumstances.

    The final four await!

    Ten Breeds of Memorable and Immortal 2D Sprites (part 1)

    1. Sprites that Reward Amazing Accomplishments

    Metroid is a go-to example, but Chrono Trigger also really ran with this idea.

    The Moonlight Parade dancer only performs spinners for winners! According to Lucca, Frog as a human is a 'dish.' I can't speak for the culture of Guardia Kingdom, but in most culinary schools here on Earth, Frog as a frog is more of a dish. The famed Akira Toriyama as a Chrono Trigger sprite. The famed Yuji Horii as a Chrono Trigger sprite. If you just said 'Who-ji Horii?', you're probably not a Dragon Quest fan.

    The challenge involved in seeing these sprites makes them rare—and their rarity makes them memorable. The Moonlight Parade dancer only shows her face (and her footloose skills!) after beating the game. Frog in his human form is “only” one battle tougher to get on screen, but some people will never see him outside of online sprite rips because their principles won’t let them meet the requirements. On the right are game versions of Akira Toriyama and Yuji Horii, who can’t be found unless players beat Lavos with only Crono and Marle or beat the souped-up, higher-stats, not-supposed-to-be-defeated Lavos at the Undersea Palace.

    For a more modern and less 2D example, check out the ending of The Legend of Zelda: Twilight Princess. The character involved would have been striking even if the game had as little story as the original Legend of Zelda, but the tease of this appearance from the beginning helps further. Delayed gratification works.

    Four more breeds, all discussed at greater length than the first one!

    When Robots Hit the Bricks, Something’s Gotta Give

    This is Robo from Chrono Trigger. Even if you’ve given that classic RPG half a baker’s dozen playthroughs, take a good look as if you were seeing him for the first time.

    Chrono Trigger's Robo, one of Akira Toriyama's only well-known characters who isn't a Dragon Quest monster and also doesn't have the face of Goku, Trunks, Bulma, or Videl. Not a knock on him! I like the bold and sharp lines in his style and if I was an artist who made something as popular as Dragonball, I'd want all my other works to scream 'Hey, I'm the creator of Dragonball' too.

    From a glance at him, anyone would think this character will feel significantly different from other party members. His arms are longer than humans’, he wears some kind of steam pack, his eyes are probably equipped with superior sensors and he doesn’t need to blink, and most importantly, he’s made of metal.

    None of this translates to noticeable gameplay differences, though. He can take a hit better than Crono, but not immensely better. He’s the slowest party member, but still comparable to Marle’s speed. He’s strong, but Ayla’s stronger. You can even feed him potions like he has a digestive system. In short, Robo is a robot purely for story flavor. There’s nothing wrong with that and he’s a memorable and beloved character for good reason, but let’s compare him with other games’ takes on mechanical heroes.

    Click here and you, too, can learn how to do the Robot!