Backgrounds, how not to hand draw
I'm working on a horizontal scrolling action game, akin to Metal Slug. Anyways I want to know how to make the backgrounds for the game. I'm using Mappy yo import the levels into the game. I think using a tileset would be not only ineffiecent but just a plain bad idea. And i really don't want "hand" drawn backgrounds. Does anyone know how SNK did it for Metal Slug. I mean the graphics were drawn by hand, but you know what I mean. Should I make indivisual objects (barrels,crates, debris)and then use them in a seperate image? I checked out a portion of game art sites, but they mostly help with tiles and overhead maps, like in a lot of SNES & NES rpgs, but my game is a scroller. So tell me how can I make good backgrounds for my game??
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"Facts are chains that bind perception and fetter truth. For a man can remake the world if he has a dream and no facts to cloud his mind." - The Emperor, WarHammer 40K
"Facts are chains that bind perception and fetter truth. For a man can remake the world if he has a dream and no facts to cloud his mind." - The Emperor, WarHammer 40K
The Metal Slug games use unique, hand-rendered backgrounds, with very minimal tiling or repeated objects... this is likely one of the reasons why the games aren't too long :P
If you don't want to draw out your levels as large images, you can still get a similar look with tiles. There are quite a few games that use a tiled bg and still retain a similar feel the the bg work in Metal Slug. In particular, take a look at the Rayman games for GBA...they have almost a painted, organic look, but the levels are still tiled. Also, try using multiple tile sizes, and put a couple of layers of tiles, to give yourself the option of some nice parallax scrolling.
When I'm working on a side-scroller, I usually make one base set of tiles, containing all of the possible surfaces/objects in the level, then I make a vew variant tiles for each, so you can break up the monotony and make things a little more visually interesting.
Good backgrounds ultimately come down to the amount of elbow grease you're willing to put into 'em...
If you don't want to draw out your levels as large images, you can still get a similar look with tiles. There are quite a few games that use a tiled bg and still retain a similar feel the the bg work in Metal Slug. In particular, take a look at the Rayman games for GBA...they have almost a painted, organic look, but the levels are still tiled. Also, try using multiple tile sizes, and put a couple of layers of tiles, to give yourself the option of some nice parallax scrolling.
When I'm working on a side-scroller, I usually make one base set of tiles, containing all of the possible surfaces/objects in the level, then I make a vew variant tiles for each, so you can break up the monotony and make things a little more visually interesting.
Good backgrounds ultimately come down to the amount of elbow grease you're willing to put into 'em...
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