Yes, totally understand the colour limitations issue.
Okay, well that new screenshot looks really good. My main issue was the green in the mountains. This new iteration, without the green, looks very stylish to me. This is the best version so far.
But again, that is just my opinion. In the end, you are the one who decides what you prefer. And there's only so much tinkering a person can do! In any case, as things stand, those mountains look really impressive to me.
LoveRastan
Recent community posts
Well, thank you for your response! Don't worry too much about my "fake tan" comment. I have a tendency to be over-dramatic. The fact is I didn't notice anything until I placed both versions side-by-side.
I totally get what you're saying about the limited 16-colour palette. I think you're doing an incredible job with it. Really looks like a lot more than 16 colours.
Very interesting that Rastan is now made of hardware sprites. Presume that improves performance? I notice that you seem to be able to get 5-6 walking enemies on screen at once with no apparent slowdown. Very impressive!
Well thanks for posting those comparison screen shots. Here's how they strike me:
I definitely prefer the colouring of Rastan in 0.50. In the others he looks a little too saturated to me.
If I had to choose, I would prefer the muted highlight in the mountains in 0.53. The effect on the lizard folk is barely noticeable and they still look great.
But to be honest, I get that people were grumbling about the original look of the mountains, but I definitely prefer how they were coloured in these two screenshots below - with three shades of grey. The greys allow them to stay in the background and allow the more colourful elements to gain prominence in the foreground. For me, the green, whether it be bright or muted, doesn't quite seem to work in the mountains.


In saying that, I am trying to respect your style , sensibility and decisions - rather than impose my own.
But just to offer an alternative perspective: I would feel like exploring a way to get the mountains to fade further into the distance - for example by allowing the background colour to bleed through at the base - as if the mountains are rising out of a mist etc.
Unfortunately, I don't have time to demonstrate this myself - but here are some screenshots of distant mountains from other games that are more or less going in the direction of what I'm getting at. These examples are a little crude! But they do illustrate the idea of mountains fading far into the background.




This may not be of any use to you - and again, I understand that your colour palette is limited, and also that the "fading away" effect may not suit your style - or may not be desirable to you at all.
By the way, huge respect to you for being so receptive to feedback! The thing is, you have to take other people's opinions - including mine - with a big pinch of salt.
The most important thing is that you get to express your own style and, as I've said before, you owe us nothing - and it is a privilege to get to see your work.
Well you asked for fresh opinions - so here goes!
Note: as usual, my position is that the work you have done is magnificent, that you know what you're doing better than anyone else, and that any comments I make are just personal opinions and not necessarily correct.
Case in point: I previously expressed doubt as to the new design for the interior cave walls in the first level. - saying that the former, simpler design worked better.
Well, I notice that your solution was to include BOTH designs for two different caves. That's brilliant - both of them look great and it provides variety to those cave interiors. Now, that is a definite improvement to the game's visuals.
I'll try to keep this short! So some quick bullet points about the things I love in the new build:
- the beautiful smoothness of the scrolling and animation (in Youtube videos)
- all the new enemies: the jumping fish, the native American, the Aztec priest, the high priestess - all huge improvements on their equivalents in the arcade version
- the design and colour scheme of the interior of the Aztec temple - masterful!
- the design and colour scheme of the forest level
- the removal of the statues. Sorry, it just looks better now!
Okay, now on to what you asked about: the changes to colour saturation:
Looking at version 0.51 by itself, I noticed no change, none at all! Sorry!
However, playing version 0.50 and 0.51 side-by-side, I noticed one subtle difference in Rastan's skin colour, namely:
In version 0.51 he now looks like he has a fake tan, compared to how he was previously.
I notice that some of the other characters who show a lot of skin, have that same "fake tan" look - though it is usually far less noticeable as they often have tattoos/armour covering it. So no big deal.
To sum up: in comparing the two side-by-side, I prefer the older, non-tan version of Rastan. I feel it fits better with the mood and tone of the overall colour scheme.
But that is ONLY when I see the old/new versions side-by-side. The difference is quite subtle!
And since we're on colour, I must share with you an issue that has been nagging me since version 0.50 appeared. Here goes:
You have reworked the distant mountains in the very first level. I get that - they now look more finished, more detailed, and are beautiful pieces of pixel art.
But - forgive me! - I find there are two issues here:
1. They have foreground-level detail, when they are supposedly miles away. This creates a problem with the sense of space and distance.
2. You have added green to them, and again, please forgive me - that's a big NO for me. That colour is so intense and noticeable (in the context of the palette) that it brings the mountains right into the foreground.
What I mean is that I feel the distant mountains draw more attention to themselves than is warranted.
By contrast, you have also added green to some of the foreground rocks/rock faces - that looks fine. I am referring to the distant mountains only.
My strong instinct is to want the mountains to recede into the distance. There are several ways and degrees of doing this - i.e. simplifying them, using less colours, less contrast, adding blue (if it was in the palette) - or drawing them so that some of the background sky colour is showing through, i.e. the mountains are fading into mist etc. You are an artist - you know how to do all that.
But the most urgent thing I would do is remove the green. It looks very out of place to me. Sorry! With time being an issue, I would just put back the simpler mountains from earlier versions.
So that's it! Again: this is a nitpick and purely my personal opinion. I hope it may be helpful to you. I also hope that if it is NOT helpful to you, that you will forget it right away and continue doing your superb work!
Okay, I just want to endorse your plan. It is absolutely NOT necessary to port every single level of the arcade version. I might argue that you have already ported more than enough!
The fact is that much as I loved the original arcade version, it does get VERY repetitive after the first couple of levels - and let's be honest, it gets quite boring.
They even start to recycle some of the first levels and enemies, just with a different colour palette etc. I suspect the original developers were asked to stretch the game out purely to keep players putting coins in the machine.
So, for the conversion, I'd say it NEEDS to be cut right down to keep the gameplay fresh.
And, as you've said, this is a hobby for you! You don't owe us anything - everything you've done so far is a bonus!
Okay, just watched the latest video - wow! It's all super-smooth. Beautiful work. I love the new castle interior: amazingly clever use of the palette to create a different look compared to the first castle. Love the new enemies as well. Adjustments to music noted! It was already excellent - sounds exactly like the arcade version to me! Terrific craftsmanship on display in this Amiga version of Rastan!
You're very welcome - I wish you all the best with this, and with all your other projects. It's a privilege to see such craftsmanship in action, and I thank you again for sharing your work. Just to be clear, I in no way intend to put any pressure on you either. It's all good! I look forward to seeing what else you come up with!
Thank you, that's great news! At the risk of being boring - because I'm getting like a stuck record here - this project just gets better and better! I love your design and colour choices for the forest level. Most people feel it looks better than the arcade version, and that is absolutely how I feel too. Bravo!
I have a slight concern over how smooth the scrolling will be on the OCS Amiga. Some Youtube videos look perfectly smooth; other look slightly juddery.
This could all be entirely to do with Youtube, though - and I'm only nit-picking. Overall, this is the best work I've seen on the Amiga in a very long time. I assure you that if I had had this version of Rastan for my Amiga back in the late 1980s I would have been absolutely thrilled. It's exactly what I wanted back then! Better 40+ years late than never!
I'm late to this update - but I saw this level on Erik Hogan's channel a couple of weeks ago. Let me just say this: BRILLIANT.
I swear to God, the graphics are getting better and better. I LOVE the background design and colour scheme here. I love the Native American enemy and the snake. Just beautiful pixel work. You are demonstrating an extraordinarily high ability to get maximum use out of a small palette. This looks like 32+ colours, not 16. Bravo!
This was my favourite game in the arcades in the late 1980s. I always wanted an Amiga version - but it never appeared. I can tell you that if THIS version had been released for the Amiga back then, I would have FLIPPED OUT. I am SO glad I have lived to see this! I don't even need to play it. Just seeing the three levels that have appeared so far is enough.
On a technical note, I have a small query, if you don't mind. The footage of this level on Erik Hogan's page runs beautifully smoothly. However, in the above video on this page, the scrolling appears to be a bit jerky. I am wondering: why the difference? I think the graphics are so good that they deserve to be viewed cleanly and smoothly without any technical issues detracting from them.
Thank you very much for your reply. I realise that converting Rastan is a huge job - and that you have already done an enormous amount of work on the first two levels. So I really don't want to put more pressure on you!
No doubt, lots of people besides myself are asking you to make changes: add stuff, take away stuff etc. This may not be as helpful as we intend!
Personally, I think you are the one best placed to judge what to leave in and take out. I advise taking all suggestions with a pinch of salt - including my suggestions!
Thanks again for all the effort, skill and talent you've put in to this. Back in the day, I always wanted an Amiga version of Rastan. And it's finally arrived! The version you've created was definitely worth waiting for.
Hi, I'd like to add some comments re: the visuals that I hope will be helpful.
Firstly, the work you've done is brilliant. My comments are purely PERSONAL opinions. They do NOT mean that I am right!
1. Background rock faces. I prefer your design to that of the arcade version. Why? Well, take a look below.
The arcade version on the left certainly has more colours, but the rows of textures get a little repetitive and is a little too cluttered.
Your version is more elegant: you just place a few details here and there that convincingly SUGGEST a rock face rather than spelling out every single detail. This is beautifully done.
Good art is about judging what to put in - but also what to leave out. Your solution here is perfect - and leaves room for our imagination to fill in the gaps.
The other great advantage of your version is that it does not distract from the foreground characters and allows them to stand out clearly.
And note how well your version creates a separation between foreground (dark area), background (grey rock face) and far background (sky). Lovely work. There's a sense of space here that is missing in the arcade graphics.
For the same reasons, although I like your new rock texture in the caves (below, left), I still think your original version (below, right) worked better. 
Your original rock face may not be as pretty, but it places the cave wall further into the background, giving the characters space to breathe and allowing the action to stand out clearly.
The new rock face is very dramatic and artfully drawn, but it brings the background almost into the foreground and starts to drown out the characters. I strongly feel that this is a case of Less is More.
2. The backgrounds in the second level. The castle interiors here are perfect - far better than the arcade version. There is nothing for me to add!
3: Scrolling. In my opinion, smooth scrolling is more important than attractive graphics.
In the Youtube videos of Amiga Rastan I've watched, the scrolling seems a little juddery. Is that just Youtube, or is it like that on Amiga hardware? Also: is it my imagination or does version 0.32 scroll smoother than version 0.33?
4. Lastly, I want to address the statues. They worked fine as part of the arcade design - and the parallax scrolling really helped with that.
However, the visual design of YOUR version of Rastan is quite different - and I feel your version works a lot better without the statues. Another case of Less is More and I think you got it right the first time.
Well, that's it. Again, these are just opinions and nit-picks, and you are the boss! The work you have done is outstanding and even if you go no further, the two levels you've done are more than enough for me. I never got past the second level of the arcade version anyway!
This is outstanding work. Beautiful graphics and sound. I'm really looking forward to this!
Question: In previous videos, I thought the scrolling looked perfectly smooth. However, looking at the latest video, the scrolling looks a little juddery. Is this the case? Or is that just an issue with video encoding for Youtube?
How smooth do you think the scrolling will be in the final version?