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Please chime in on a proposed restructuring of the ROM hacking sections.
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Main - Posts by setz

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setz
Posted on 10-09-09 09:01 PM, in 100+ Posts A Day! Link | Quote | ID: 116814


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Since: 02-19-07
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"I never thought we'd do this."

man that made me lol, but i guess i still remember when one user would post that much a day

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setz
Posted on 10-22-09 11:08 PM, in Thanatos-Zero's Workshop (sprites inclusive) Link | Quote | ID: 117796


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its six colors, actually, but I'm curious, why that many?

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setz
Posted on 10-24-09 10:38 AM, in Thanatos-Zero's Workshop (sprites inclusive) (rev. 2 of 10-24-09 10:42 AM) Link | Quote | ID: 117890


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if you're going to go with NES restrictions, why only stick with the color counts? It wouldn't be 5+2, it'd be 4+4, and many of these would just cause flicker hell on the NES, yes it can handle the color count, but it cant handle the amount of sprites, any more than 8 on a line and things get nasty.


i took a quick look at one of your sprites, armor man, and almost every 8x8 sprite would have to be layered, causing about 7 per line, for him alone, throw in bullets and megamans (3-5?) sprites and you're not going to have a very sight-friendly game. The colors also don't look like they come from anywhere in the NES palette. The poses for almost all of these also look pretty bland- would you want your robot master sitting around looking bored or in a more battle-ready pose.

You might not really give a shit about hitting those NES limitations and thats fine, but i'd suggest not going halfway. I've done a lot of NES-restriction artwork in my day and I'd have to say its very rewarding to come up with something that looks nice under those limitations, and it can really push your creativity to new levels.

I made a quickie that might help illustrate my points of making it more NES-correct, new pose, and better usage of sprites.


That was pretty quickly done, and not entirely accurate to your design. I'd suggest trying to stick to NES restrictions for a few and have fun with it, I've always enjoyed doing that anyway.

edit: there is also this image thats been floating around pixelation, it might help.
http://img267.imageshack.us/i/nesspecsl5.gif/

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setz
Posted on 10-25-09 01:02 AM, in Thanatos-Zero's Workshop (sprites inclusive) Link | Quote | ID: 117931


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I'm going to assume you called me Nick, and then I'm going to frown.


The 7 was just showing how many sprites that scanline would have to take up, with those colors on those tiles, usually one sprite on the NES is 8x8 pixels, so I guess the terminology can get mixed up. "Sprites" in a game aren't even always sprites, often large stationary enemies are just background tiles. Sometimes stationary sprites are a collection of background tiles, with sprites layered on top. Sprites that move around are usually just a collection of 8x8 tiles- sometimes these are layered as well (megaman is a pretty good example of that). I guess it can be kind of complicated if you're not used to thinking in those terms.

A step in the right direction would to chop your palettes in half (2 palettes of 3+trans instead of 1 with 5+trans). An easier way to hit these limitations would be to grab something like YY-CHR, and draw around in that, but I'm not sure if you'd like it, or what image editor you use anyway. I hope I'm not coming off as too much of an ass, or anything like that, I'm just not very good at noticing good things.

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setz
Posted on 10-31-09 08:57 PM, in The Board 2 Summer Mosts - Results Link | Quote | ID: 118396


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i demand a recount

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Main - Posts by setz

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