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.

Moderator: Moderators

ptoing
Posts: 47
Joined: Sat Sep 21, 2013 11:56 am
Contact:

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

Post by ptoing » Fri Mar 25, 2016 1:21 pm

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.

User avatar
Alp
Posts: 210
Joined: Mon Oct 06, 2014 12:37 am

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

Post by Alp » Fri Mar 25, 2016 2:01 pm

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
Posts: 47
Joined: Sat Sep 21, 2013 11:56 am
Contact:

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

Post by ptoing » Fri Mar 25, 2016 2:03 pm

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

User avatar
Alp
Posts: 210
Joined: Mon Oct 06, 2014 12:37 am

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

Post by Alp » Fri Mar 25, 2016 2:10 pm

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.

User avatar
thefox
Posts: 3141
Joined: Mon Jan 03, 2005 10:36 am
Location: Tampere, Finland
Contact:

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

Post by thefox » Fri Mar 25, 2016 7:58 pm

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
Posts: 47
Joined: Sat Sep 21, 2013 11:56 am
Contact:

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

Post by ptoing » Sat Mar 26, 2016 2:10 am

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
Posts: 47
Joined: Sat Sep 21, 2013 11:56 am
Contact:

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

Post by ptoing » Wed Mar 30, 2016 7:29 am

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

Image

User avatar
DragonDePlatino
Posts: 94
Joined: Mon Oct 20, 2014 1:50 pm

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

Post by DragonDePlatino » Wed Mar 30, 2016 10:22 am

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.

User avatar
tokumaru
Posts: 11466
Joined: Sat Feb 12, 2005 9:43 pm
Location: Rio de Janeiro - Brazil

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

Post by tokumaru » Wed Mar 30, 2016 10:42 am

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

User avatar
AlexE
Posts: 46
Joined: Fri Jan 29, 2016 3:16 pm
Location: York, PA
Contact:

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

Post by AlexE » Wed Mar 30, 2016 12:44 pm

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

User avatar
Drew Sebastino
Formerly Espozo
Posts: 3503
Joined: Mon Sep 15, 2014 4:35 pm
Location: Richmond, Virginia

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

Post by Drew Sebastino » Wed Mar 30, 2016 4:47 pm

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:

User avatar
tokumaru
Posts: 11466
Joined: Sat Feb 12, 2005 9:43 pm
Location: Rio de Janeiro - Brazil

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

Post by tokumaru » Wed Mar 30, 2016 4:56 pm

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

User avatar
Drew Sebastino
Formerly Espozo
Posts: 3503
Joined: Mon Sep 15, 2014 4:35 pm
Location: Richmond, Virginia

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

Post by Drew Sebastino » Wed Mar 30, 2016 4:59 pm

Yeah... :lol:

tepples
Posts: 21752
Joined: Sun Sep 19, 2004 11:12 pm
Location: NE Indiana, USA (NTSC)
Contact:

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

Post by tepples » Wed Mar 30, 2016 5:00 pm

Any worse than the Ballchinians from Men In Black II?

ptoing
Posts: 47
Joined: Sat Sep 21, 2013 11:56 am
Contact:

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

Post by ptoing » Wed Mar 30, 2016 5:39 pm

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.

Post Reply