Crystal Towers 2 XL Progress update 3
Jul. 1st, 2015 09:19 pmCrystal Towers 2 is full of programmer art. I was really fortunate to get to work with graphics artist J Freude who drew Bernard and a lot of the game's enemies, and several other artists contributed to the game, but for the most part I was on my own - and that led to a lot of corners being cut in the graphics department. In fact, the Magma Lizard boss had a background that was a crudely-drawn mountain shape and gradient that I forgot to replace before I released the game.

(I admit the rest of the Magma Falls backgrounds weren't a whole lot better.)
Adapting the game to a 16:9 screen has made me have to revisit a lot of backgrounds that were designed for 4:3, and I've taken the chance to touch up a lot of the graphics that were lacking before. My artwork skills have (marginally) improved from a few years ago, and so some of the levels have been given big makeovers - Magma Falls and Grassland Ruin now have completely new tilesets and look much more like I was imagining them to the first time around.


I think there are only three or four more of these backgrounds to do, now - I'm giving the game a long test play, improving the rusty parts as I go. There have also been a few gameplay adjustments in the interest of smoothness, which I'll talk about soon!

(I admit the rest of the Magma Falls backgrounds weren't a whole lot better.)
Adapting the game to a 16:9 screen has made me have to revisit a lot of backgrounds that were designed for 4:3, and I've taken the chance to touch up a lot of the graphics that were lacking before. My artwork skills have (marginally) improved from a few years ago, and so some of the levels have been given big makeovers - Magma Falls and Grassland Ruin now have completely new tilesets and look much more like I was imagining them to the first time around.


I think there are only three or four more of these backgrounds to do, now - I'm giving the game a long test play, improving the rusty parts as I go. There have also been a few gameplay adjustments in the interest of smoothness, which I'll talk about soon!