Indivisible's Peaceful Area

Indivisible's Peaceful Area

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Pixel Art Details

Indivisible's Peaceful Area

Title: Indivisible's Peaceful Area
Pixel Artist: Kasumi  (Level 3 Private Eye :: 6199 points)
Posted: 9/1/2017 15:58
Statistics:  10 comments    32 faves    0 avatars

NES restrictions. 256 8x8 tiles, 256 16x16 tiles. (Excluding the text, and the boucing tapir) Based on this:

This is from a real rom you can play right now:


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Caladium (Level 2 Corporal) @ 3/29/2018 03:29

Nice retro style

Kasumi (Level 3 Private Eye) @ 3/22/2018 15:44

Thanks so much! Hopefully more at some point, I've been stuck programming instead of arting for a while. T_T

hseiken (Level 1 Rookie) @ 3/21/2018 14:08

Very cool use of the NES limitations of character graphics!  Lovely!

nho_nyo (Level 1 Jukyu) @ 12/5/2017 15:54

Very peaceful indeed! The colors work together so gently and the cute movement of the tapir makes me want to pat its head T T

Kasumi (Level 3 Private Eye) @ 9/24/2017 17:33

Yeah, cool stuff. And thanks! You can see more art by playing the game in the decription, everything I've done is for that. I draw rather than pixel when there's not a game to work on, so outside of what's in that game I won't really have other content to post.

Howell (Level 3 Private Eye) @ 9/23/2017 21:44

Hi, Kasumi, I noticed u like the style i am working on. 

I just come to see thank u. And please send more wok, i realy want to see your work.

Tobikomi (Level 2 Flatfoot) @ 9/5/2017 12:59

I like it! I hope to see more work from you!

Theoden (Level 7 Sheriff) @ 9/3/2017 13:34

Interesting style. 

Kasumi (Level 3 Private Eye) @ 9/3/2017 11:24

Yes, that's why the reflections aren't 1:1. This is exactly 256 8x8 background tiles, the most NES can "see" at once with the game's configuration. The reflections and the clouds share tiles and a few other things to make it fit.

It's technically possible to display more than 256 tiles, but it would have made exporting the map harder. Since that would probably also make it over 256 16x16 tiles (not an NES limitation, but an engine one), it would make every background data access a little slower. I actually had to simplify the lily pad arrangements to get under 256 16x16 tiles.

(If anyone's actually checking, it'll look like more than 256 8x8s and less than 256 16x16s if you use something like Pyxel Edit. The reason for the discrepancy is different palette but same tile and different collision info but same tile.)

Edit: Uh... realizing I may have misunderstood. If you mean while aren't the edges horizontally mirrored versions of each other, it's just due to the actual bushes not being that way. A flipped tile is still a new tile, for the background at least.

Amorph (Level 3 Private Eye) @ 9/3/2017 09:38

This looks fantastic! I especially like the rendering on the rock walls -- they have a nice, rough-hewn feel that you pulled off without creating a noisy texture. The only thing that puzzles me is the non-mirrored silhouettes for the reflections in the water; was this a result of NES restrictions?

(Also: Kasumi posted a piece?!)

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