Pixel Art Challenge: Fantasy 2-bit tile-based Retro System Mockup.
Design mockup screenshots for a fantasy retro system, it must be a tilebased piece that is 2-bit so 4 colors per 8x8 block GBC (GameBoy Color) style use any tool you wish to create and use a combined tile/sprite sheet that is 64x64, include the tilemap with the mockup in your submission.
Canvas Size: Minimum size for the mockup 160x144 (4:3) max size 256x144 (16:9).
Tilemap Size: 64x64 pixels broken up into a minimum addressible tile size of 8x8. (64 tiles)
Colors: Use the provided 128 color "system palette" to choose a max of 4-colors for opaque tiles and 3-colors + transparent for any 'sprite tiles'. No limit on the amount of unique combinations for sub palettes.
Transparency: Optional.
Animation: Optional.
(combined because it's a fantasy challenge, but if it was a real challenge probably have each mockup+tileset as a separate submission(?) ^ ^;)
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yeah, it's really fun, been having fun in the demoscene lately so hopefully I can do some GBC stuff at some point too :D Ironically I did many of these mockups in 160x144 GBC res before expanding them, and some read better at that aspect honestly.
The real GBC restrictions with BGtiles(8*4)+Sprite(8*3+A) 56 colors is quite fascinating too, A lot of the subtler stuff in some of these might be a bit too far. although the most colors in any tileset is 64 including alpha. but yeah probably 20+ unique palette combos tho and not like 16 haha. some titlescreens abusing sprite overlays on original hardware looked really dang nice.
I did 4 explorations with that tileset, many of them aren't used in what I included here lol Yeah I made the palette :) I improved one of the colors I hadn't used immediately after the deadline lol so I'll update that after the challenge, or if i remember include an updated version in the description at some point ^ ^
Also I've started to write my own SDL3 framework that uses a bunch of cool palettized stuff including fairly fleshed out 2-bit tilemap based stuff. which like this supports 90d rotation (GBC and most retro systems didn't explicitly support per-tile rotation without a mapper (or slower routines) that transfered swizzled ROM data into memory, or realtime 'superscaler' effects). So might use these or something similar for some free itch io games at some point (: