Splatoon

A place for your artistic side. Discuss techniques and tools for pixel art on the NES, GBC, or similar platforms.

Moderator: Moderators

User avatar
hawken
Posts: 79
Joined: Sun Jan 25, 2015 6:51 pm
Location: Tokyo
Contact:

Splatoon

Post by hawken » Thu Nov 23, 2017 8:46 pm

Image

Image

Just over a year ago I was contacted to work on a NES game for a pitch to Nintendo, using the Splatoon IP. Sadly this game never made it to the full commision but we did have a working prototype that was demoed to the Splatoon team.

Initially the idea was to layer sprites so we could get more colours per character but the workflow was just too intense, what looks good in theory doesn't always make for the smartest route in a production pipeline. The idea of the game was to shoot ink on all the grey surfaces and colour them.

Finally I can start to talk about this project and show some graphics from it. I took reference from the Splatoon artbook, the game on the WiiU, and some Amiibos we had.

All of the following graphics are formatted to work an actual NES with colour and memory restrictions, animations were done in Aseprite, tile maps in NESscreen Tool.

Inkling:
fall
Image

shoot
Image

idle
Image

jump
Image

run
Image

transform
Image

Squid:

fall
Image

idle
Image

jump
Image

walk
Image


Level:
Image

tilemap:
Image
twitter: http://twitter.com/hawkun
Pirate Pop Plus - gameboy styled game for 3DS, WiiU & Steam

User avatar
Kasumi
Posts: 1289
Joined: Wed Apr 02, 2008 2:09 pm

Re: Splatoon

Post by Kasumi » Thu Nov 23, 2017 8:59 pm

Initially the idea was to layer sprites so we could get more colours per character but the workflow was just too intense,

Boy, don't I know it.

These graphics look pretty neat, though the slope implementation looks a little glitchy. It would have been nice to see something like this instead of the other smaller mini games in Splatoon, though.

User avatar
hawken
Posts: 79
Joined: Sun Jan 25, 2015 6:51 pm
Location: Tokyo
Contact:

Re: Splatoon

Post by hawken » Thu Nov 23, 2017 9:43 pm

Kasumi wrote:
Initially the idea was to layer sprites so we could get more colours per character but the workflow was just too intense,

Boy, don't I know it.

These graphics look pretty neat, though the slope implementation looks a little glitchy. It would have been nice to see something like this instead of the other smaller mini games in Splatoon, though.


Thanks, yeah there were quite a few unfinished bits, would have been nice to make the final polished thing.
twitter: http://twitter.com/hawkun
Pirate Pop Plus - gameboy styled game for 3DS, WiiU & Steam

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

Re: Splatoon

Post by Drew Sebastino » Thu Nov 23, 2017 10:23 pm

Those Inkling girl graphics are seriously beautiful. Your project reminds me of when I was seriously considering trying to do a 1:1 port of Splatoon on the SNES. Didn't get very far! :lol:

SNES Splatoon.png
SNES Splatoon.png (3.97 KiB) Viewed 5512 times

hawken wrote:Initially the idea was to layer sprites so we could get more colours per character

Were you ever planning on having more characters onscreen, because this would totally shred through the 8 sprite per scanline limit. It's difficult enough to even consolidate the characters down to 15 colors on the SNES.

Kasumi wrote:It would have been nice to see something like this instead of the other smaller mini games in Splatoon, though.

Except this kind of just is Splatoon downported to the NES, so I think it would be kind of weird as a mini game. Certainly beats screwing with the music in Splatoon 2 though; God damn that game makes me sad. :lol:

Pokun
Posts: 1233
Joined: Tue May 28, 2013 5:49 am
Location: Hokkaido, Japan

Re: Splatoon

Post by Pokun » Fri Nov 24, 2017 3:17 am

Looks great! Would be cool if it was included like a minigame, but on the other hand playing the game on an emulator kind of defeats the purpose of making a game for Famicom hardware.

Do you know how the game was going to be used? A free download or something?

User avatar
FrankenGraphics
Formerly WheelInventor
Posts: 2030
Joined: Thu Apr 14, 2016 2:55 am
Location: Gothenburg, Sweden
Contact:

Re: Splatoon

Post by FrankenGraphics » Fri Nov 24, 2017 3:38 am

would have been nice to make the final polished thing.


You could still drop any IP related content, change some things up and make a more than decent NES platformer out of it, by the looks of it. Still, a bit of a shame they didn't go ahead with it.

It looks really nice. Some interesting gradient techniques used on the background, too.
http://www.frankengraphics.com - personal NES blog

User avatar
bazza
Posts: 88
Joined: Fri Nov 24, 2017 1:36 pm
Location: Argentina
Contact:

Re: Splatoon

Post by bazza » Sat Nov 25, 2017 7:33 am

That beautiful, can download the roms?

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

Re: Splatoon

Post by Drew Sebastino » Sat Nov 25, 2017 10:49 pm

hawken wrote:The idea of the game was to shoot ink on all the grey surfaces and colour them.

It just appeared to me that they'd be colored just by changing the 16x16 tile's palette? Because this would probably look terrible to be honest.

I figure you could actually make ink appear as it does in the game if you were to make every surface visible to the camera. (Everything is undetailed because I'm too lazy.)

NES Splatoon.png
NES Splatoon.png (1.91 KiB) Viewed 5295 times

The part of the floor that would be "inkable" would be 16 pixels wide and tall, as it would use its own palette (and is why the slope does not have a while line, unfortunately). However, this would probably take more than 256 tiles, (especially with different tiles for inked surfaces) which I think would severely limit your options on what mapper to chose. (MMC5 only? Hopefully not.) Additionally, while it's not too apparent in that shot, the perspective doesn't really make sense. However, the perspective on the Donkey Kong Country games never made any sense either, for example:

Image

psycopathicteen
Posts: 2901
Joined: Wed May 19, 2010 6:12 pm

Re: Splatoon

Post by psycopathicteen » Sat Nov 25, 2017 11:37 pm

I could never tell if the walls on the left side were supposed to be ripped wall paper, or a painting of mountains and clouds.

Pokun
Posts: 1233
Joined: Tue May 28, 2013 5:49 am
Location: Hokkaido, Japan

Re: Splatoon

Post by Pokun » Sun Nov 26, 2017 2:44 am

Espozo wrote:while it's not too apparent in that shot, the perspective doesn't really make sense. However, the perspective on the Donkey Kong Country games never made any sense either
Yeah it's really no different from games like DKC or top-view 2D Zelda games. I don't know what it's called but there's a style of art where you combine multiple perspectives in the same drawing to make it more lively. Classic Japanese paintings often used something like that.

In Zelda a Link Between Worlds they made it intentionally so that it looks like in A Link to the Past by having everything being slanted (something which may be seen when going into a wall) while the camera is placed straight from above.

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

Re: Splatoon

Post by Drew Sebastino » Sun Nov 26, 2017 10:17 am

psycopathicteen wrote:I could never tell if the walls on the left side were supposed to be ripped wall paper, or a painting of mountains and clouds.

Take a guess. :lol: I don't think it's supposed to be ripped wall paper as much as it's supposed to be chipped paint. The number of colors there is noticeably lacking compared to the rest of the level. (Color balance is too centered on light colors.) One thing I never realized until I got into SNES programming is how all the poles and the doorway in the foreground fall in line with the 8x8 tile grid so they can appear in front of the player. How did they get it to line up like this if it originated from a 3D scene? I imagine there was a significant amount of editing done by hand afterward, but this is a given due to how the perspective doesn't make sense yet all the tiles have no visual breaks between them.

(I noticed these posts after my other one:)

FrankenGraphics wrote:You could still drop any IP related content

The beautifully animated Inkling is the best part though. :|

Pokun wrote:Do you know how the game was going to be used? A free download or something?

I'd like to know more details about how this project came to be.

psycopathicteen
Posts: 2901
Joined: Wed May 19, 2010 6:12 pm

Re: Splatoon

Post by psycopathicteen » Sun Nov 26, 2017 7:46 pm

Take a guess. :lol:


It's definitely a picture of mountains. **guitar music plays**

User avatar
hawken
Posts: 79
Joined: Sun Jan 25, 2015 6:51 pm
Location: Tokyo
Contact:

Re: Splatoon

Post by hawken » Tue Nov 28, 2017 7:57 pm

Pokun wrote:Looks great! Would be cool if it was included like a minigame, but on the other hand playing the game on an emulator kind of defeats the purpose of making a game for Famicom hardware.

Do you know how the game was going to be used? A free download or something?


Cheers!

Espozo wrote:I'd like to know more details about how this project came to be.


Theres an article here that might answer these questions
Last edited by hawken on Tue Nov 28, 2017 8:06 pm, edited 1 time in total.
twitter: http://twitter.com/hawkun
Pirate Pop Plus - gameboy styled game for 3DS, WiiU & Steam

User avatar
hawken
Posts: 79
Joined: Sun Jan 25, 2015 6:51 pm
Location: Tokyo
Contact:

Re: Splatoon

Post by hawken » Tue Nov 28, 2017 8:01 pm

Espozo wrote:
hawken wrote:The idea of the game was to shoot ink on all the grey surfaces and colour them.

It just appeared to me that they'd be colored just by changing the 16x16 tile's palette? Because this would probably look terrible to be honest.

I figure you could actually make ink appear as it does in the game if you were to make every surface visible to the camera. (Everything is undetailed because I'm too lazy.)

NES Splatoon.png

The part of the floor that would be "inkable" would be 16 pixels wide and tall, as it would use its own palette (and is why the slope does not have a while line, unfortunately). However, this would probably take more than 256 tiles, (especially with different tiles for inked surfaces) which I think would severely limit your options on what mapper to chose. (MMC5 only? Hopefully not.) Additionally, while it's not too apparent in that shot, the perspective doesn't really make sense. However, the perspective on the Donkey Kong Country games never made any sense either, for example:



Cool mockup, it might eat into the tile budget heavily though, the level only barely fit in the tileset. Theres a few NES games that use this quirky double perspective isn't there?

For the gameplay, one has to get away from the idea of painting the floor, and make it about painting the walls, then using the walls to traverse to higher parts of the level. The tile colouring was intended to use a sprite overlay that dripped ink on the tile. (we never got this far though)
Last edited by hawken on Tue Nov 28, 2017 8:07 pm, edited 2 times in total.
twitter: http://twitter.com/hawkun
Pirate Pop Plus - gameboy styled game for 3DS, WiiU & Steam

User avatar
hawken
Posts: 79
Joined: Sun Jan 25, 2015 6:51 pm
Location: Tokyo
Contact:

Re: Splatoon

Post by hawken » Tue Nov 28, 2017 8:04 pm

Espozo wrote:
FrankenGraphics wrote:You could still drop any IP related content

The beautifully animated Inkling is the best part though. :|



Thats the thing really, the Splatoon characters are so nice to work with. Repurposing the sprite would be difficult. Thanks btw!
twitter: http://twitter.com/hawkun
Pirate Pop Plus - gameboy styled game for 3DS, WiiU & Steam

Post Reply