Mockups of games from other platforms
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Re: Mockups of games from other platforms
@OneCrudeDude: I don't know about Recca and that Transformer game, and I don't own any of those modern platforms that offer such emulated games either. I could only tell what I've heard and cannot verify them. From what I heard, two popular games with this treatment are Ninja Ryukenden(the flashing when you die) and Zelda(when Link grabs an item).
Re: Mockups of games from other platforms
Not always. A lot of children remain undiagnosed until they try to play a video game for the first time and have a seizure. Console makers have started to impose restrictions on flashing because they don't want their respective brands to be associated with a child's first seizure.rainwarrior wrote:People with the relevant condition usually know to avoid video games.
Re: Mockups of games from other platforms
On those TVs anything you attempt will look like utter shit anyway =Prainwarrior wrote:On TVs that interlace 240p to 480i it would appear as stripes.
Yeah, but they still aren't exhaustive enough in practice =/ (e.g. strip patterns are known to be a common cause of seizures, yet they pass those tests like nothing was amiss)tepples wrote:Not always. A lot of children remain undiagnosed until they try to play a video game for the first time and have a seizure. Console makers have started to impose restrictions on flashing because they don't want their respective brands to be associated with a child's first seizure.rainwarrior wrote:People with the relevant condition usually know to avoid video games.
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Re: Mockups of games from other platforms
I was actually suggesting that the stripes would make a good halftone in that situation, not that it would look bad at all.Sik wrote:On those TVs anything you attempt will look like utter shit anyway =Prainwarrior wrote:On TVs that interlace 240p to 480i it would appear as stripes.
Re: Mockups of games from other platforms
Just for information, what tool/programs did you guys use for creating mockups ? I think it can be interesting to make a mockup of games before they are actually coded.
How to be sure it respects the console's limitations without actually programming said console ?
So far all I have is background creators for NES, but still this requires designing an actual tileset and takes time, and is restricted on background-only images.
How to be sure it respects the console's limitations without actually programming said console ?
So far all I have is background creators for NES, but still this requires designing an actual tileset and takes time, and is restricted on background-only images.
Re: Mockups of games from other platforms
I did all my mockups with Shiru's NES Screen Tool
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slightly bored and severly confused...
slightly bored and severly confused...
Re: Mockups of games from other platforms
Bump.
Decided to do a Shantae mockup:
BTW This is intended for MMC5.
Decided to do a Shantae mockup:
BTW This is intended for MMC5.
You know, the DevSound guy.
There are two kinds of people in this world: those who are convinced there are two kinds of people in this world, and those who aren't. - Unknown
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Re: Mockups of games from other platforms
Looks pretty good. I would really like to see a Shantae game on the NES. Not a 1:1 port, but an original adventure in the same style.
Every art topic recently has been "hey, I like NES graphics, so here's a scene with a million tiles and 8x8 attributes, because MMC5".
On the other hand, official developers hardly scratched the surface of the MMC5's capabilities, so it would actually be nice to see a homebrew make good use of it.
Before someone mentions it, no, I don't consider Grand Theftendo (or whatever it was renamed to) a good example of MMC5 use, as its simplistic cartoon art doesn't do anything impressive with the colors, and if it weren't for the store signs you wouldn't even notice the MMC5.
Why has everyone been so averse to the way NES graphics normally work lately?DevEd wrote:BTW This is intended for MMC5.
Every art topic recently has been "hey, I like NES graphics, so here's a scene with a million tiles and 8x8 attributes, because MMC5".
On the other hand, official developers hardly scratched the surface of the MMC5's capabilities, so it would actually be nice to see a homebrew make good use of it.
Before someone mentions it, no, I don't consider Grand Theftendo (or whatever it was renamed to) a good example of MMC5 use, as its simplistic cartoon art doesn't do anything impressive with the colors, and if it weren't for the store signs you wouldn't even notice the MMC5.
- Drew Sebastino
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Re: Mockups of games from other platforms
Sorry? (Also, the status bar at the top of the screen looks impossible.)tokumaru wrote:Why has everyone been so averse to the way NES graphics normally work lately?Every art topic recently has been "hey, I like NES graphics, so here's a scene with a million tiles and 8x8 attributes, because MMC5".
Re: Mockups of games from other platforms
Yes, you did this recently, but there were others. Not that there's anything wrong with using the MMC5, but IMO you have to be making something really amazing to justify using this mapper, and not just be annoyed at 16x16 attributes.Espozo wrote:Sorry?
True, I didn't notice it was overlapping the clouds. You'd need over twice as many sprites as the NES can draw per scanline in order to have a status bar like that.(Also, the status bar at the top of the screen looks impossible.)
Re: Mockups of games from other platforms
How would that HUD work? (although I don't see what's wrong with an opaque HUD, since the original did it and it had a smaller viewport, so it's not like it'd be a problem here)
EDIT: missed the last two posts >.>; (although I still would vote for an opaque HUD like in the original)
EDIT: missed the last two posts >.>; (although I still would vote for an opaque HUD like in the original)
- Drew Sebastino
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Re: Mockups of games from other platforms
I actually do think I got everything in 16x16 attributes though. I can always look and find out.
Re: Mockups of games from other platforms
But you did use a million tiles... =)Espozo wrote:I actually do think I got everything in 16x16 attributes though.
- Drew Sebastino
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Re: Mockups of games from other platforms
True... It'd probably look really trashy otherwise though. Literally the last thing I want to worry about on a 2D system is running out of tiles (maybe I shouldn't have picked the SNES...)tokumaru wrote:But you did use a million tiles... =)Espozo wrote:I actually do think I got everything in 16x16 attributes though.
Re: Mockups of games from other platforms
Because Shantae is a Game Boy Color game, and Game Boy Color attributes are the size of MMC5 attributes.tokumaru wrote:Why has everyone been so averse to the way NES graphics normally work lately?DevEd wrote:BTW This is intended for MMC5.
Every art topic recently has been "hey, I like NES graphics, so here's a scene with a million tiles and 8x8 attributes, because MMC5".