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PostPosted: Sun Jan 29, 2017 8:35 pm 
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I felt like doing something proper 2 bit for a change. Pew, pew.

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Last edited by ptoing on Tue Feb 07, 2017 4:27 am, edited 1 time in total.

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PostPosted: Sun Jan 29, 2017 10:57 pm 
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Looks awesome! Reminds me a bit of Guxt


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PostPosted: Mon Jan 30, 2017 3:14 am 
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Looks great, the stylized asteroids are awesome.


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PostPosted: Mon Jan 30, 2017 3:31 am 
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The astroids are really great, my eyes were drawn to them directly.

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PostPosted: Tue Feb 07, 2017 4:22 am 
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Thanks everyone :)

A little update to the asteroids as well as a boss (which is not fully done yet)

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PostPosted: Tue Feb 07, 2017 5:59 am 
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The first screen looks great, but I'm not a big fan of the boss. It looks awesome as an isolated bit of pixel art, but as an actual in-game object, it's too busy and doesn't have enough contrast, I feel like it doesn't match the tone set by the rest of the graphics, which are more stylized and well defined.


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PostPosted: Tue Feb 07, 2017 7:04 am 
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That is fair critique, tokumaru. Actually gave me some ideas for how I could rework the boss when I got a bit of time. :)


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PostPosted: Tue Feb 07, 2017 7:31 am 
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I think the boss looks really great! It could perhaps have stronger line work to separate it from the background, but as it is, it looks ectoplasmic/transparent which is a neat thing. If you want a firm outline/depth, like on the asteroids, pershaps something in this direction could work (edits on left side only).
Attachment:
gbmock2-FGedit1.png
gbmock2-FGedit1.png [ 19.5 KiB | Viewed 1173 times ]

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PostPosted: Tue Feb 07, 2017 9:20 am 
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Because Game Boy hardware prior to GBC doesn't have background tile flipping, perfect symmetry is useful only as a ROM-saving compression measure. Also on the original green-screen Game Boy, fine details of moving objects may disappear.


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PostPosted: Fri Feb 10, 2017 10:38 am 
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Good points, tepples and FrankenGraphics. Will address when I got time to get back to this.


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