(07-25-2024, 05:25 AM)Q-Nova Wrote: I decided to play around with the screenshot for a bit:
(image embeds)
For the first image, I applied dithering to the background to make it look darker. It makes the bricks less pronounced, although it kinda looks a bit messy and I'm not sure if it will flicker when scrolling.
The dithering doesn't look too bad, but yeah, it might not hold up if you scrutinize it too hard. Worth considering, at least.
The game will include a few options for graphics scaling; if played in windowed or integer scale modes, flicker should be non-existent, but I can't speak for anyone who plays in aspect or stretch modes.
(07-25-2024, 05:25 AM)Q-Nova Wrote: For the second image, I took inspiration from a SMW castle background, where bricks are sporadically placed over a black void. It makes the background more varied, but from what I've experienced it seems tough to strike a balance between looking too cluttered and too sparse. You could even try mixing the two, maybe have some bricks be the original and others be darker (like in the SMW background I linked).
I'm a bit hesitant to do something like this because, truthfully, I'm not great at creating patterns for things like this that don't look really weird. Maybe I could experiment with having the game generate one for me? ¯\_(ツ)_/¯
(07-25-2024, 05:25 AM)Q-Nova Wrote: As a side note, what's that background in the fourth screenshot supposed to be? I always interpreted it as some sort of floral-pattern wallpaper, similar to what you'd see in Victorian-era homes, but I just wanted to be sure.
To be totally real with you, I'm not entirely sure what those tiles are supposed to physically represent, besides being an ornate sort of pattern that would imply pomp and wealth.