It is a good palette, and if your using a red color scheme elsewhere then another idea could be making the enemies red, like make the fishing boo's flame a dark red, give all the dry bones and ghosts a redish tint... It is fine as it is but I keep thinking there should be some red somewhere...If only to create a counter-balance in the palette or give enemies some distinction from their normally desaturated colors (like the graveyard makes the enemies inside it bloody red
).
I'll be right back with some screenies of my progress for once...
Edit: Here they come!
The main level has changed quite a bit, but the palette has stayed the same for the most part.
Its kinda hard to implement digging chuck and the coin game cloud in a tide level without slowdown, but I think I've managed brilliantly (so long as you aren't a complete beginner
).
I tried to make this level as easy as possible, as such there are a few of opportunities for easy 1-ups but the most I've got in a playthrough is 4... Also the floating plants palette has not been changed, I'm wondering if it would look better if I did so that it matches the rest of the vegetation. Let me know how it looks please.
One more...
This is why I haven't put out any updates lately... I'm having trouble making decorations out of Map16 for a desert level but I think these "sand mounds" are a start. they come in prioritized and non-prioritized types so it looks like Mario & Yoshi are going through it.
As always, nitpick it to bits so I can make it even better.
Echo, out.
P.S. I like the gravestones, but make them all the same size so it looks like "rows of gravestones"
My Current Hacking Project:
"Static E"
Supporting:
Mario's Kool-Aid Acid Trip (maybe?)