Blur & RasterRex
Hey Blur, ever tried to make a level that feels like a throwback but still keeps players on the edge? I've got a bunch of old-school pixel layers that keep me guessing, but I keep losing track of where the fun actually is. Want to help me map out a plan that won't turn into a time‑warp mess?
Sounds like a solid project. Start by pinning down one core loop that feels familiar—maybe a simple jump‑and‑run combo or a quick puzzle element you can iterate on. Then layer in the pixel art as a backdrop that hints at old-school vibes but doesn’t clutter the action; keep key cues sharp so players can spot threats instantly. Build the level in small sections, test each for pacing, then stitch them together. Keep the difficulty curve tight, so the nostalgia doesn’t become a nostalgia trap. Remember, every pixel should serve the loop; if it doesn’t, cut it. Good luck, and let me know which section you’re stuck on next.
Thanks, dude. I’m still hunting that first jump timing—feels like a glitchy 8‑bit console in my brain. Got any tricks to make the AI feel more… nostalgic without pulling a glitch?
Yeah, that jump timing can feel like a busted NES if you’re not careful. First thing: lock the physics to a fixed frame rate—think 60 FPS. Then test the jump with a single sprite moving up, down, and landing, watching the pixel grid. If it overshoots, cut the acceleration or add a little deceleration on the way up. For the AI, keep its decision tree simple: “if player within X tiles, jump; else idle.” Give it a small, predictable delay before it reacts so it feels like a lagged 8‑bit character. Finally, sprinkle in some chiptune cues that trigger on actions—like a short blip when the AI takes a step or jumps. That audio cue is the sweet spot that tells players, “I know you’re a throwback.” Test it out and tweak the timing until it feels smooth, not glitchy.