My art showcase (Character Portraits - April 03)

A place for your artistic side. Discuss techniques and tools for pixel art on the NES, GBC, or similar platforms.

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ptoing
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Re: My art showcase (New Mockup - 25th of March)

Post by ptoing »

thefox: That would be same difference to me as an artist, since I still have to make sure to have 2 separate sets, right? but having more variety in a level would be cool either way. Also, is there any way to store the colour data separately from the bitmap, so that the colours could be disregarded when counting metatiles. As in have the colour stuff stored in the level data or something.

Also made a new little mockup, actually got some game mechanic ideas for this.

Image

Player variants for different health levels.
Image
Last edited by ptoing on Fri Mar 25, 2016 2:18 pm, edited 1 time in total.
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Alp
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Re: My art showcase (New Mockup - 25th of March)

Post by Alp »

ptoing wrote:Also, is there any way to store the colour data separately from the bitmap, so that the colours could be disregarded when counting metatiles. As in have the colour stuff stored in the level data or something.
Yes. Color Attribute data is commonly stored as part of a metatile. (2-bit)

My (cancelled) NES game used something like this:
.db $T1,$T2,$T3,$T4,%PPSSCCCC
T = Tile Number
P = Palette Attribute
S = Special Attribute
C = Collision Data
ptoing
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Re: My art showcase (New Mockup - 25th of March)

Post by ptoing »

I take it Special was for stuff like damage and slippery and the likes? And more bits for collision because slopes?
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Alp
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Re: My art showcase (New Mockup - 25th of March)

Post by Alp »

ptoing wrote:I take it Special was for stuff like damage and slippery and the likes? And more bits for collision because slopes?
Special was for spikes, pitfalls, and ice, yeah.

My game was a Zelda 1 clone, with quadrant-based tile collision. Each 8x8 tile had it's own collision.
For a platformer, I would recommend an extra byte to handle the slope data more accurately.
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thefox
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Re: My art showcase (New Mockup - 25th of March)

Post by thefox »

ptoing wrote:thefox: That would be same difference to me as an artist, since I still have to make sure to have 2 separate sets, right?
This could be handled by a conversion tool. So you'd feed in the 512-metatile level and it would handle the rest.
Also, is there any way to store the colour data separately from the bitmap, so that the colours could be disregarded when counting metatiles. As in have the colour stuff stored in the level data or something.
It's possible. Whether it would be beneficial comes down to the level layout. Although I believe that most people would be inclined to store the color data in the metatile (just as a general rule).
Download STREEMERZ for NES from fauxgame.com! — Some other stuff I've done: fo.aspekt.fi
ptoing
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Re: My art showcase (New Mockup - 25th of March)

Post by ptoing »

thefox: Just checked. In the case of my reduced mockup that is 274 metatiles it comes down to being 247 if colourdata was stored separately. And that imo is worth it, because I am not using some of the possible metatiles in the 274 one, so what you could do would amount to a lot more. For example the rocks look cool in all of the 3 monochrome palettes I am using, but I don't use all of those possible tiles.
ptoing
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Re: My art showcase (New Mockup - 25th of March)

Post by ptoing »

Bunch of faces, each face uses 4 tile palettes of its own. Will do more until I reach 16 faces.

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DragonDePlatino
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Re: My art showcase (Character Portraits - March 30)

Post by DragonDePlatino »

Awesome stuff as always, ptoing! I love how bold the attribute borders are in the more organic characters. It's not something I'd ever be able to do, but you pulled it off quite nicely.
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tokumaru
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Re: My art showcase (Character Portraits - March 30)

Post by tokumaru »

Very impressive! Much more colorful than anyone would expect from an NES!
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AlexE
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Re: My art showcase (Character Portraits - March 30)

Post by AlexE »

These are majestic, dude. Instant fan of what you've got right here.
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Drew Sebastino
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Re: My art showcase (Character Portraits - March 30)

Post by Drew Sebastino »

You've done an awesome job at dodging the attribute borders (I particularly like what you did with the bat ears)

However, the third face over and one down looks a little... questionable... :lol:
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tokumaru
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Re: My art showcase (Character Portraits - March 30)

Post by tokumaru »

Espozo wrote:However, the third face over and one down looks a little... questionable... :lol:
Who? Dickface? :lol:
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Drew Sebastino
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Re: My art showcase (Character Portraits - March 30)

Post by Drew Sebastino »

Yeah... :lol:
tepples
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Re: My art showcase (Character Portraits - March 30)

Post by tepples »

Any worse than the Ballchinians from Men In Black II?
ptoing
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Re: My art showcase (Character Portraits - March 30)

Post by ptoing »

Espozo wrote:However, the third face over and one down looks a little... questionable... :lol:
You should have seen earlier iterations of him, without the hat.
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