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PostPosted: Tue May 10, 2016 5:30 pm 
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Feels like a late-EGA title screen. Not in the bad way. I like it.

And if you parallax that into the background of a level/segment, it'd be lovely. But you're not likely to have a side-scrolling bit where parallax is easy...unless you allow "diagonal" movement w/r/t the grid.

Reminds me of the two controlstyles of SR'n'R...


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PostPosted: Wed May 11, 2016 1:12 am 
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Location: Chexbres, VD, Switzerland
Personally I don't like the dithering all over the place. It looks like an automated conversion. I've nothing against limited use of dithering, by the way, but that's too much.


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PostPosted: Wed May 11, 2016 5:35 am 
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Bregalad wrote:
Personally I don't like the dithering all over the place. It looks like an automated conversion. I've nothing against limited use of dithering, by the way, but that's too much.

I have to concur. I really like your work, but that style of NES graphics doesn't look good to me.

I'd prefer to see it primarily in solid shading with some dithering details.


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PostPosted: Wed May 11, 2016 7:45 am 
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I actually agree with all these points, for the same reasons and some more.

It is very EGA like, and it is not often i liked that style myself. I was aiming for something that was reminiscent of the low budget covers of early black metal albums, but in a video game context, that translates into something else.

Another bad thing with overdithering like this is that it consumes a *lot* of tiles. I used a full $FF of tiles and still felt i had to compromise for the sake of keeping the dithering style concistent (the larger clouds, especially). It was made to be decoration for a club/vernissage evening together with some other stuff displayed on one tv sreen each. But if i'd reuse it for a game, i think it needs to be more clear-cut, both in terms of style and memory usage. That way it would also look more elaborate and perhaps rewarding for the player.

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