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My art showcase (Character Portraits - April 03)
http://forums.nesdev.com/viewtopic.php?f=21&t=10522
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Author:  ptoing [ Fri Mar 25, 2016 1:21 pm ]
Post subject:  Re: My art showcase (New Mockup - 25th of March)

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

Author:  Alp [ Fri Mar 25, 2016 2:01 pm ]
Post subject:  Re: My art showcase (New Mockup - 25th of March)

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

Author:  ptoing [ Fri Mar 25, 2016 2:03 pm ]
Post subject:  Re: My art showcase (New Mockup - 25th of March)

I take it Special was for stuff like damage and slippery and the likes? And more bits for collision because slopes?

Author:  Alp [ Fri Mar 25, 2016 2:10 pm ]
Post subject:  Re: My art showcase (New Mockup - 25th of March)

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.

Author:  thefox [ Fri Mar 25, 2016 7:58 pm ]
Post subject:  Re: My art showcase (New Mockup - 25th of March)

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.

Quote:
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).

Author:  ptoing [ Sat Mar 26, 2016 2:10 am ]
Post subject:  Re: My art showcase (New Mockup - 25th of March)

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.

Author:  ptoing [ Wed Mar 30, 2016 7:29 am ]
Post subject:  Re: My art showcase (New Mockup - 25th of March)

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

Image

Author:  DragonDePlatino [ Wed Mar 30, 2016 10:22 am ]
Post subject:  Re: My art showcase (Character Portraits - March 30)

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.

Author:  tokumaru [ Wed Mar 30, 2016 10:42 am ]
Post subject:  Re: My art showcase (Character Portraits - March 30)

Very impressive! Much more colorful than anyone would expect from an NES!

Author:  AlexE [ Wed Mar 30, 2016 12:44 pm ]
Post subject:  Re: My art showcase (Character Portraits - March 30)

These are majestic, dude. Instant fan of what you've got right here.

Author:  Espozo [ Wed Mar 30, 2016 4:47 pm ]
Post subject:  Re: My art showcase (Character Portraits - March 30)

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:

Author:  tokumaru [ Wed Mar 30, 2016 4:56 pm ]
Post subject:  Re: My art showcase (Character Portraits - March 30)

Espozo wrote:
However, the third face over and one down looks a little... questionable... :lol:

Who? Dickface? :lol:

Author:  Espozo [ Wed Mar 30, 2016 4:59 pm ]
Post subject:  Re: My art showcase (Character Portraits - March 30)

Yeah... :lol:

Author:  tepples [ Wed Mar 30, 2016 5:00 pm ]
Post subject:  Re: My art showcase (Character Portraits - March 30)

Any worse than the Ballchinians from Men In Black II?

Author:  ptoing [ Wed Mar 30, 2016 5:39 pm ]
Post subject:  Re: My art showcase (Character Portraits - March 30)

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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