And what if Shovel Knight was released on the GameBoy?
EDIT: OK, it couldn't considering the limitations of the system, but that was still fun to do.
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It's totally made from scratch. I didn't just modified the original sprites. Sizes and shapes are differents. I created new ones, specially Shield Knight: for her, I worked based on the illustration I've found on the Kickstarted page. So yes, that was the point for me to look like the original, with only 4 colors. So I took your comment as a compliment, because I'm a positive guy ;)
I commented "…" because I didn't knew what to answer to your comment. I was kind of angry, but after 5 minutes I was Ok again (I work as an artist since 1999, so it's ok for me to deal with critiscism, it's part of my life now). BUT, you added "Yes, precisely", so I guess you want the last word, or you want me to be pissed off, or I don't know…
So please, just trust me when I say "that was the point", and when somebody tries to teach you what a mockup is. Thank you! :)
What I meant is: it's pointless to make a mockup that is almost identical to the original. It's like rendering an image from the game into 4 colors. I'm realizing it's a bit different from the original now (mostly the shield knight) and it does have a personal touch, but he said "that was the point" when I said it looks too much like the original.
Uhh... The purpose of a mockup is to get a rough idea of what something should look like before it's implemented. It doesn't have to look exactly like the result, nor does it have to be that different from the original. If I scribbled something on a piece of paper, it would still be a mockup.
I especially like the subtle background and how the clouds are used.
"That was the point"? Looks like you're missing the point of mockups.
Yes. First thing is that the logo would have to be sprites. Sprites are never 4 colours but 3 plus one as transparent. So you would have to layer sprites to get that kinda effect which would be even more costly.
Then you have the cloud parallax, which at best would be a mix of animated tiles and sprites for the borders, and the part of that tower which goes infront of the clouds would also have to be sprites.
On the GB you do not have any background layers, no real parallax, and a sprite can either be behind or in front of the background (in which case of course one colour of the background will have to be set as transparent . I am not sure how sprite to sprite priority is handled, but I am sure that is possible.
So yeah, the original Gameboy and Gameboy Color are extremely limited in terms of art and this would pretty much be impossible. I think the GB can do something like 40 sprites at once and 10 per line max, which would already be eaten up by that logo.
Still great work, but I suggest you sometime try to do something restricted to actual specs and not just make it look like if could run on that system to laymen. Whatever really, C64, NES, GBC - they all have fun restrictions.
Another thing to note is that the color limit for sprites on the gameboy was limited to 3, due to the transparency being a color key.
I guess If that game would be released on GB back in a days when It was a brand new console than now It would be somehow big franchise of Nintendo that gets a "new" game every single year that is basicly the same game with different levels/small fixes.
@ptoing: you mean, because technical limitations?
Looks sweet, but that kinda parallax and bobbing logo would not really work on a Gameboy, sadly.
If it was released on GB, my life would be complete :D
@caca: thank you, that was the point ;)
Heavy AA on the "GHT" makes the less of the title look kinda rough or incomplete.
Looks too much like the original.
This game is so great =D
- Looks cool : p -
Great job! The only thing I don't like is the readability of the shield. At first glance I thought it was a bow until I looked a little harder.