//=time() ?>
Title drop! #overworld
#gamedev #indiegame #godot #godotengine #pixelart
Travis joins the party!
Travis is a Motos - an entity thought lost to time. However, he's here and ready to help Mario on his grand adventure! In the overworld, Travis can carry Mario, granting a significant speed boost and the ability to traverse difficult terrain!
This series has a sometimes exaggerated reputation for being difficult. With MT2, combat is actually not super challenging - at most, some bosses are tedious - instead, difficulty mostly comes from finding your way through the huge overworld and the labyrinthine dungeons
soot found herself in the overworld with her new friends when she was knocked off a nether fortress and into a portal, losing an arm in the process. she conked her skull pretty bad too, causing a crack inbetween her sockets. that didn’t stop her tho!
I gonna make your favourite character in undertale overworld sprites style! It's can be character from undertale au, brawlstars (skin too!) or any other game! I gonna refuse if this character is too overdetaled for this style. I don't sure I'll make your oc...
I made an updated sprite for Bernie and an overworld version, as well as sprites for Alexa!
Bernie specializes in steel types, while Alexa is electric.
@SUNMOURNER :3c this is brutus! hes a demon who does not care about listening to hells rules, often escaping and living along the overworld. despite that he doesnt people either! he just wants to chill in a cabin in the woods bro
from an extremely early stage in the development of the legend of zelda a link to the past, this is the overworld design completely reassembled from map files in that earthbound-esque style. credit to the delda archives once again for putting in the hard work.
[TW: spiders, trypophobia, undead things]
.
Minecraft Mob Refs - Overworld / Underwater
here are the last refs i had to do before i can start the final thing!! they're kinda rough so sorry if they're hard to read- but at least i can start now >:3c
How did you all feel about the aesthetic of Fallout 4s overworld? Did it fit the look and feel of the fallout universe (since the 50s look never really died off), or was it to bright and colorful for a post-apocalyptic game?
Was feeling like writing some chiptune, so I made an overworld theme for @KartoonKane's Dezzy. They were a great inspiration!
(🔊Sound on, plus you might need headphones to really hear the bass)
From @scawful's Link to the Past leak recap video, check out this awesome view of the game's early overworld map! Very simplistic compared to the final version, right? I wonder where Link's house was originally meant to be... https://t.co/bAzK6H5nOm
The underground has a completely different layout as well, comparing here to the final one. It's notably all accessible in one go, compared to final, where certain areas are only accessible by entering from certain parts of the overworld.
This one'll be a bit shorter. The specifics of this build are that none of the trainer sprites in battles or overworld are final, the battle ones are ports of RSE ones, and the overworld ones are reimagined RSE ones. Additionally, every place after Oreburgh has no unique models.
So basically, the overworld visuals are final other than some Gym Leaders, the whole Elite 4 & Cynthia, and Legendaries sprites.
As far as battles go however, they are not quite final. While some Gym Leaders have unique sprites, most do not, and this extends to the Elite 4.
Here's the not yet implemented Cyrus. Additionally, all Legendaries other than Dialga/Palkia do not yet have overworld sprites, and use placeholders.
From 4Chan
"The final Super Mario World has three invisible Koopalings on the world map. Using the image on TCRF that shows where their placement is in the final game, and cropping out the final overworld, then putting them in the beta overworld gives us this."