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There are some rather severe multicolour format restrictions (3 colours + background colour from a 16 color palette per 4x8 tile), and I'm not actually sure this level of "complexity" would be practical in a real game. I know about the graphic restrictions but I have next to no idea about the actual inner workings of a c64 game! I have only recently acquired an actual C64, but since I don't have a functional tape recorder or disk drive for it yet, I still have to experience the "real thing" :D
I tried to do everything using tiles that can be combined to achieve clean and practical results- the shadow, for example, is two tiles that can stick to either side of objects. Also, the character tiles have black background so they can be drawn anywhere on the screen, avoiding the colour restriction problem :)
I think you've nailed the look of a C64 RPG, but I'm curious - and don't take this as an insult - did you make the mockup rather simplistic on purpose, or is it just very hard to make a more detailed and modern-looking C64 mockup without breaking the limitations of the C64 graphics? I don't know much about the C64 except that it's challenging to work with certain colour limits, wide pixels, etc.
OK, I have to go replay Legend of Blacksilver now. Nice work!
or sd2ie or chameleon or... ;)
nice mockup anyway - doing mocs for c64 you can always use hires (1x1) gfx for sprites in 2 or more colors (depending on sprites amount)