Search found 79 matches

by hawken
Mon Feb 23, 2015 7:51 am
Forum: NES Graphics
Topic: NES Pirate
Replies: 82
Views: 23853

Re: NES Pirate

tokumaru wrote:The slow fade bothered me a tiny little bit, but other than that, awesome title screen!
Yeah I'll have to speed it up a bit
by hawken
Mon Feb 23, 2015 7:50 am
Forum: NES Graphics
Topic: NES Pirate
Replies: 82
Views: 23853

Re: NES Pirate

Pint of pixels anyone?

Image
by hawken
Mon Feb 23, 2015 1:53 am
Forum: NES Graphics
Topic: NES Pirate
Replies: 82
Views: 23853

Re: NES Pirate

Heres the updated title screen with the crossbones

Image
by hawken
Sun Feb 22, 2015 8:03 pm
Forum: NES Graphics
Topic: NES Pirate
Replies: 82
Views: 23853

Re: NES Pirate

Well, I like the title. And the "bits of eight" pun. (though, the topic title doesn't immediately evoke "a NES game about a pirate" due to another meaning...) idea: the X could be more "X-marks-the-spot"-like. Thanks! Certainly going to revisit this very soon, the X was something that happened alon...
by hawken
Thu Feb 19, 2015 2:03 am
Forum: NES Graphics
Topic: NES Pirate
Replies: 82
Views: 23853

Re: NES Pirate

Thanks for the feedback. Thinking of some ways to do a multicoloured title screen using tiles and the same NES restrictions without too much colour bleeding... 1. https://dl.dropboxusercontent.com/u/1336763/splash-01.png 2. https://dl.dropboxusercontent.com/u/1336763/splash-02.png 3. https://dl.drop...
by hawken
Wed Feb 18, 2015 2:29 am
Forum: NES Graphics
Topic: NES Pirate
Replies: 82
Views: 23853

Re: NES Pirate

Thanks for the feedback guys, very much appreciated. Yes the skulls are sprites. My NES restrictions don't include scanline sprite number, and 2x2 tile colour grouping (I'm shooting for per tile MMC5 color assignment) Bit more work on some other locations, 18th century London work in progress: https...
by hawken
Tue Feb 17, 2015 1:04 am
Forum: NES Graphics
Topic: NES Pirate
Replies: 82
Views: 23853

NES Pirate

progress on this game is coming along nicely. Heres a recent shot, "NES" is widescreen and uses 8x8 palettes.

Image
by hawken
Tue Feb 03, 2015 6:51 pm
Forum: NES Graphics
Topic: would screen splitting give extra 13 colours for tiles?
Replies: 54
Views: 26553

Re: would screen splitting give extra 13 colours for tiles?

yep the game is 427x240

according to rainwarrior's quite succulent 1 2 3 strictness chart, my game falls somewhere between 1 & 2.

I would love to add artefacts like tile palette errors when scrolling left and right but it's too taxing to reverse engineer NES shortcomings in modern game engines.
by hawken
Tue Feb 03, 2015 12:48 am
Forum: NES Graphics
Topic: would screen splitting give extra 13 colours for tiles?
Replies: 54
Views: 26553

Re: would screen splitting give extra 13 colours for tiles?

(pirate walk-cycle) Very nice, particularly the use of color to show whether the foot or peg is in front. (I don't think I've seen a nine-frame walk-cycle before, either.) The (5) colors are a bit less NES-simple...not that you can't do it with overlapping sprites. Easily doable with 4 sprites per ...
by hawken
Mon Feb 02, 2015 11:31 pm
Forum: NES Graphics
Topic: would screen splitting give extra 13 colours for tiles?
Replies: 54
Views: 26553

Re: would screen splitting give extra 13 colours for tiles?

Thats a very astute observation, a could almost serve as an official guide. I guess my project falls in-between 1 & 2. I've been updating a thread for it on pixelation but here's the current state: https://dl.dropboxusercontent.com/u/1336763/pirate-walk-4x.gif https://dl.dropboxusercontent.com/u/133...
by hawken
Mon Feb 02, 2015 9:37 pm
Forum: NES Graphics
Topic: would screen splitting give extra 13 colours for tiles?
Replies: 54
Views: 26553

Re: would screen splitting give extra 13 colours for tiles?

This thread got a bit too technical for me so I kinda backed away (sorry about that) Thanks for all the input. I've decided to stick to 13 colours for the entire tilemap, and just do one split for the HUD. For instance, MMC5 8x8 pixel attributes were only used in 1 game, to my knowledge (Just Breed)...
by hawken
Tue Jan 27, 2015 2:17 am
Forum: NES Graphics
Topic: Tool that breaks up bitmap, removes duplicate tiles, etc?
Replies: 12
Views: 9265

Re: Tool that breaks up bitmap, removes duplicate tiles, etc

I am using a combination of pyxel edit and photoshop for this process.
by hawken
Mon Jan 26, 2015 3:40 am
Forum: NES Graphics
Topic: would screen splitting give extra 13 colours for tiles?
Replies: 54
Views: 26553

Re: would screen splitting give extra 13 colours for tiles?

There are all sorts of permutations of weird technical possibilities that you could pull off on the NES, but a lot of them really aren't typical. Like, if you're trying to faithfully "fake" the look of an NES game, you probably don't want to be trying special tricks that aren't really part of the N...
by hawken
Mon Jan 26, 2015 1:41 am
Forum: NES Graphics
Topic: would screen splitting give extra 13 colours for tiles?
Replies: 54
Views: 26553

Re: would screen splitting give extra 13 colours for tiles?

To be fair, 2 of the palettes for the bottom of the screen are exactly the same as the ones on the top, minus color 0. I wonder if it would be possible to at least just change color 0, or if you'd get the rainbow effect from switching from blue to white? By the looks of you're picture though, it ap...
by hawken
Sun Jan 25, 2015 11:25 pm
Forum: NES Graphics
Topic: would screen splitting give extra 13 colours for tiles?
Replies: 54
Views: 26553

Re: would screen splitting give extra 13 colours for tiles?

[1] : If we (the royal "we") don't already have a section on the nesdev Wiki listing off games which do this, we should make one. Having a list, similar in concept to our sprite overflow page , would be beneficial. Tricky-to-emulate games[/url] on Nesdev Wiki"] *Crystalis, Fantastic Adventures of D...