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PostPosted: Sun Jan 28, 2018 2:13 pm 
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Just using Pro Motion.
Pro Motion doesn't enforce restrictions. It does have a colour constraint checking feature, but mostly just do it by eye.
So quite possibly a few minor restriction breaking errors, tile counts are probably a bit high too, but should be adaptable to the real thing with few tweaks.


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PostPosted: Sun Jan 28, 2018 2:19 pm 
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Nice work! I applaud the bold use of colours and pretty distinct & even usage ratio between them. :)

Does look like it could fit tile restrictions to me. Maybe a border case, it's actually very hard to assess!

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PostPosted: Mon Jan 29, 2018 7:05 am 
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It's not hard to assess when you have a tool to assess for you! (I did have to black out sprite areas manually)
Image
2/4 palettes.
Image
3/4 palettes.
Image
4/4 palettes.
Image
3/4 palettes.
Image
2/4 palettes.

None are even close on tile count. It might even be possible to get tile counts slightly lower by rearranging the palettes. (Though it was done in a "smart" way for all but the forest.) Great work as always, surt!

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PostPosted: Mon Jan 29, 2018 9:40 am 
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Awesome! I had no idea if it was actually close to limit or not, nice to see there's PLENTY of room for more tiles.

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PostPosted: Mon Jan 29, 2018 10:10 am 
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Really cool!


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PostPosted: Mon Jan 29, 2018 6:20 pm 
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Hot dang. Great work!

How do you do it? Any advice for aspiring pixel artists?


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PostPosted: Tue Jan 30, 2018 4:30 am 
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Rahsennor wrote:
How do you do it? Any advice for aspiring pixel artists?
NES specifically: use lots of black shadows to join different attributes and boost contrast, all the best looking NES games make heavy use of black, experiment with different colour combinations, I mostly just stumble on the stuff that works through trial and error.
Pixel art generally: have other things to do, so pixeling makes for good procrastination, spend countless hours ogling at screenshots and maps, practice for a quarter of a century.


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PostPosted: Thu Feb 01, 2018 3:39 am 
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surt wrote:
practice for a quarter of a century.


Must get around to that sometime :beer:

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PostPosted: Sat Apr 07, 2018 11:13 pm 
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Kasumi wrote:
It's not hard to assess when you have a tool to assess for you!


What kind of tool do you use?


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PostPosted: Sun Apr 08, 2018 12:07 am 
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maximc2010 wrote:
What kind of tool do you use?

I use my own tool called I-CHR.

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PostPosted: Sun Apr 08, 2018 2:05 am 
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Kasumi wrote:
maximc2010 wrote:
What kind of tool do you use?

I use my own tool called I-CHR.


great job! as for me, it's very useful. thank you!


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PostPosted: Wed Apr 18, 2018 5:39 am 
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Holy moly! These backgrounds are excellent! I'm going to be studying these in depth when I get closer to level design! Thank you for sharing!


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PostPosted: Sun Oct 14, 2018 4:52 am 
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Image


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PostPosted: Sun Oct 14, 2018 8:08 am 
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This is really awesome, as usual. Were you going for a brush style like yoshi's island? Very cool. Are you working on any homebrews? It feels like a waste to not have these turned into games.
edit: I see on twitter at least some of these are already in a game. Nice!

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PostPosted: Sun Oct 14, 2018 12:43 pm 
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Just a mix of scribbling with stylus with pixel-clean line and spray tool with 2x2 brush.


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