I've toying around with the idea of doing an indie-side scroller, not for the nostalgia of it, but to create something that matches today's hardware.
What other enhancements would we be seeing had 3D not taken over?
The engine I'm using has:
*High resolution (I will use the same resolution as PSP at 60 fps, but not necessarily for the purpose of pitching the game.)
*Pixel-perfect collision
*2D physics
*Can use entire RGBA images for backgrounds, and a separate invisible layer for collision.
*Does support an unlimited number of parallax layers (will limit this to 5).
*Practically unlimited memory for more animations, larger graphics, etc.
Replies
I'm a fan of Capcom and Guilty Gear, and since those pixel art styles seem to read extremely well on small screens (and since I do art for mobile games), I'll go with something similar.
Hey aesir, mind posting shots of your game??
Just cause a game is 3d doesnt mean the interface should be.
Just think what you could do with Stridor now? And only having to make assets and animation look good from one set direction would mean massive time saving and easier style control. Yep, way to go.
Pixel perfect collision isn't always desirable, I've played a Katakis "clone" (well, completely unrelated game that claims to be related) with pixel-perfect collision, I hated it. Shmups, for example, should give you some leeway when it comes to collision (many shmups give your ship a one-pixel hitbox...)
King - Strider would defineatly kick ass. That was one of my favs back in the day. A good remake of Boulder Dash or Dig Dig would also be tight. Oooh, ooh, and Xevious!
In the mean time check out Glace, its the second link in my sig.
More fun and innovative than most 3D games. Me love Gish.