Search found 34 matches

by PypeBros
Fri Jan 18, 2019 3:05 pm
Forum: Other Retro Dev
Topic: awesome-gbadev submissions
Replies: 3
Views: 13441

Re: awesome-gbadev submissions

afaik, their database gets full too fast with spammers sessions
by PypeBros
Fri Dec 21, 2018 8:47 am
Forum: Other Retro Dev
Topic: [NDS] Bilou School Rush
Replies: 40
Views: 51172

Re: [NDS] Bilou School Rush

The level editor is a NDS tool, but it isn't part of the game itself. I would love to have more people using it to make their own games on NDS, I start making plans to let it be usable for GBA and possibly SNES titles, but it isn't intended to be shipped with either version of the game. And indeed, ...
by PypeBros
Tue Dec 18, 2018 2:37 pm
Forum: Other Retro Dev
Topic: [NDS] Bilou School Rush
Replies: 40
Views: 51172

Re: [NDS] Bilou School Rush

I'm not trying to dictate to you how to handle your game. I'm keenly aware that I haven't seen the whole thing, and it's your game anyway. I'm just trying to suggest possible approaches to graphics optimization within the limits of the SNES, without treating the limits as even more restrictive than...
by PypeBros
Sat Dec 15, 2018 6:52 am
Forum: Other Retro Dev
Topic: [NDS] Bilou School Rush
Replies: 40
Views: 51172

Re: [NDS] Bilou School Rush

The pencil shafts appear to mostly use 6 colours each, with 8 more for the point; this may be excessive considering there are at least five shaft colours in this screenshot. Perhaps the pencils could be redrawn slightly to keep the shaft colours off the point tiles, and either reduce the number of ...
by PypeBros
Sat Dec 15, 2018 5:31 am
Forum: Other Retro Dev
Topic: [NDS] Bilou School Rush
Replies: 40
Views: 51172

Re: [NDS] Bilou School Rush

If you're using Mode 1, you have a third BG plane available that uses 2bpp graphics (3 colours plus transparent). I imagine this would be well suited to the ink layer. You'd have to colour-reduce it slightly, but it shouldn't be a big deal; I had to look pretty closely to find that out. Sprites are...
by PypeBros
Sat Dec 15, 2018 2:27 am
Forum: Other Retro Dev
Topic: [NDS] Bilou School Rush
Replies: 40
Views: 51172

Re: [NDS] Bilou School Rush

I had 190 unique colors on the background planes Your source image has garbage lines on the top and right side. Removing those lines results in just 105 colours total, including the sprites. Impressive reply! thanks. I haven't read it all yet, but you need to know that the comparison picture with s...
by PypeBros
Fri Dec 14, 2018 10:39 am
Forum: Other Retro Dev
Topic: Rikki & Vikki (Atari 7800)
Replies: 21
Views: 32834

Re: Rikki & Vikki (Atari 7800)

Nice. I love that "monster move blocks" mechanics.
by PypeBros
Fri Dec 14, 2018 6:31 am
Forum: Other Retro Dev
Topic: [NDS] Bilou School Rush
Replies: 40
Views: 51172

Re: [NDS] Bilou School Rush

Just realised ... since the SNES produces an analog signal, dithering will work much better. I had 190 unique colors on the background planes, but I can shrunk them down to 120 with some dithering, even if automatic. https://3.bp.blogspot.com/-LJNCaICnxfo/XBOt5SOzZTI/AAAAAAAAITw/9Vx4m3HhuPAW6dsCI0VU...
by PypeBros
Fri Dec 07, 2018 4:28 pm
Forum: Other Retro Dev
Topic: [NDS] Bilou School Rush
Replies: 40
Views: 51172

Re: [NDS] Bilou School Rush

color12.png
By the way, I tried some preliminary fitting on 16-color palettes. With 5 or 6 of them, I think I cover most characters. They are typically 8 to 12 colors so I can even split the variants of e.g. feet among other palettes.
by PypeBros
Fri Dec 07, 2018 3:59 pm
Forum: Other Retro Dev
Topic: [NDS] Bilou School Rush
Replies: 40
Views: 51172

Re: [NDS] Bilou School Rush

Do you foresee any significant issues that would block a port to Game Boy Advance? Do you know whether something special would be needed to run a GBA homebrew through a "Supercard SD" linker ? I remember I had to patch commercial rom back then, but I'm afraid I lost the .exe that was doin...
by PypeBros
Fri Dec 07, 2018 7:11 am
Forum: Other Retro Dev
Topic: [NDS] Bilou School Rush
Replies: 40
Views: 51172

Re: [NDS] Bilou School Rush

Interestingly, the extra 32 lines of the SNES could also be used to display a suited HUD, since I'm losing the bottom screen where we had the HUD so far.
by PypeBros
Fri Dec 07, 2018 7:00 am
Forum: Other Retro Dev
Topic: [NDS] Bilou School Rush
Replies: 40
Views: 51172

Re: [NDS] Bilou School Rush

(Please excuse the colour/gamma; the processing was kinda ad hoc...) Very interesting. Thank you for taking the time to do that. I'd say the vertical squashing is tolerable, except maybe for the main character. Hopefully, it has 2 to 3 transparent lines at the bottom of its 16x16 frame so far, whic...
by PypeBros
Thu Dec 06, 2018 1:37 pm
Forum: Other Retro Dev
Topic: [NDS] Bilou School Rush
Replies: 40
Views: 51172

Re: [NDS] Bilou School Rush

One notable difference between the SNES and the DS is that the pixels aren't square. The standard 256x224 NTSC SNES screen has about the same aspect ratio as the 256x192 screen on the DS, and a PAL SNES can't render enough scanlines to make the display 4:3 without pillarboxing. You could trim the s...
by PypeBros
Thu Dec 06, 2018 1:12 pm
Forum: Other Retro Dev
Topic: [NDS] Bilou School Rush
Replies: 40
Views: 51172

Re: [NDS] Bilou School Rush

, there's so much innertia that it doesn't change mentalities as quick as Black Friday was introduced. Pretty much the same story here (a bit more in the North of Europe). It is completely ridiculous and somehow pushed by the large online shops. Someone managed to convince a few big players in the ...
by PypeBros
Wed Dec 05, 2018 3:22 pm
Forum: Other Retro Dev
Topic: [NDS] Bilou School Rush
Replies: 40
Views: 51172

Re: [NDS] Bilou School Rush

calima wrote:You're just a bit too late, krikzz's black friday sale was 1.5 weeks ago.
unsure how krikzz could have helped me to that regards.