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You can overlap sprites, but don't forget, 64 sprites on screen and 8 per line - so it is impossible to display the heroes sprites from this picture without flicker, and you can't rely for sprites for parts of the background by these reasons.
@Shiru - I thought you can overlap a different colored sprite like what Capcom did for Mega Man.
You have 5 colors (black, green, white, blue, orange) in char at pos 1,1. You can only have 3 on the real hardware. You have 5 colors in one block at pos 4,8, the same problem (don't forget, the palettes on BG are for 16x16 blocks).
@Shiru - Actually, the color amounts are correct. There's one background palette for the floor and celing, which is cyan, red and light grey. The second for the bottom hex tiles, which are red, dark red and grey. The third would be the rest of the hex tiles and the monitors that go to the top, which have cyan, dark cyan and dark red. The fourth palette consists of greens, which you see on the monitors.
The sprites have the four palettes sets as well. Geovonni consists of black, light blue and light orange. Deoxys consists of black, cyan and light purple. The first weapon palette consists of light pink, very light red and white. The second consists of light blue, light green and white. The HUD uses the sprite colors.
Hope this helps.
A little too many palettes and colors (total, per attribute, per sprite) for actual NES graphics, but still in the style.
Yeah, definitely it makes picture more interesting.
@A.B. Lazer - Thank you for the comment! The sprites have been a debatable issue in my gallery. I guess it just depends on the viewer's tastes. Cramming everything into a small sprite is just my style that I've sort of developed. I'm still kind of lazy, but I will eventually break out of background monotony. :)
@Kramlack - Thanks. I intend not for any confusion from the preview. I did feel I was rushing with Deoxys because I really wanted to get this mockup out of the way. I would've picked two giant robots instead of Deoxys to fight the main character, but didn't have any ideas on how I would put them there. I choose the dark cyan with red because I wanted the sprites to stand out more.
Another 7609 bytes of awesomeness from James Morrow! Although I'd broken monotony of the background grid with illuminator or monitor or something similar.
I agree with Kramlack on readability. I think it is due to two factors - one is that sprites use a lot of black, and background also uses dark colors, so (second factor) what we see are bright pixels which are hard to attribute as special forms and objects - sprites almost too detailed.
The preview was tricky. I came in expecting a GB mock, but instead, I got an NES one.
I do like the mock, but the characters seem hard to read. Don't get me wrong, I'm well aware of how hard it is to make readable detailed characters in NES restrictions, but they could still use some work, Deoxys more than Geovonni though. I'm liking the colour choice for the background, but I feel Red -> Purple would've worked better, so that might be worth a shot.
I look forward to seeing more NES stuff, as I'm an avid fan of the restrictions.
@Shiru - Gotcha...