Second part of my Castlevania SotN demake set
Much like before, this is an attempt at emulating not only the limitations of the NES, but also the style of the classic Castlevania games.
While I was working on it, I figured that many aspects of the art would be probably impossible on a real NES, like the "loading room", which uses a shiton of different tiles to form the angels, which (I've not counted) probably surpass the 256 tile limit of a normal NES game. I do not care for this, however, as my intention is more to "imitate" the visual style than to obsessively restrict it to hardware limitations. Castlevania III is beautiful, but Symphony of the Night is even more beautiful and detailed. Going purely for CVIII's graphical system would not be enough.
Even so, I tried being extra careful with palettes and tile sizes, including sprites. This complete set has 20 colors, but each individual image has less than 12. The tiles are ALL 8x8. Of course, the transparency won't allow you to count pixels on some of them.
And that's it. I plan on doing one last set with more iconic moments from Symphony of the Night, including some enemies (maybe one or two bosses) soon.
A cookie for the first one to figure out where these specific save and loading rooms are located on SotN's original map xD
PS: Before anyone points out, Alucard's cape is intended to be a separate sprite, Mega Man style, that can change colors depending on what cape he's wearing. However, I'm thinking about changing Alucard's light grey color to reflect the cape, like the old games used to do when wanting to demonstrate that the character changed costume, or "palette swapping".