My game that I actually programmed (with the character that you can see in my avatar on the left) is neither. It's a jump n run with a close ranged weapon.Sumez wrote:On-topic. Your game is more of a brawler (ie. one person vs. several oncoming enemies) rather than a 1-on-1 versus game, right? Or is this a completely different game?
The game that I want to talk about here isn't a game that actually exists. I just want to talk about hypothetical NES fighting games. And in this case, I want to talk about 1 on 1 fighting games like "Street Fighter II", "Fatal Fury", "Mortal Kombat" etc., not the "Double Dragon"/"Final Fight"-like brawlers.
Yeah, exaggerated heads etc. are one way. But it's not the only way to make them distinguishable.Sumez wrote:On the subject of art style, I think the NES lends itself most to the "anime"-style cartoonish figures with large heads, exaggerated features, etc. There's a limit to HOW big you can make the sprites, and with only three colors per hardware sprite you need to make the most of it - and with different characters, the differences between them need to be immediately apparent.
Apart from using large characters like in "Turtles Tournament Fighters" (and having to come up with creative ways to reduce flickering), I've seen different styles in fighting games that use smaller characters: Besides, you can have six colors per character since the other sprite palettes aren't really needed for anything else. (You just need to be careful when you actually overlay two sprites Mega Man-like, instead of separating the two palettes between top and bottom, like Amy in my avatar. Because this way, you run into the the eight sprites limit earlier.)