Frog Tale Tile Works

Frog Tale Tile Works

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Pixel Art Details

Frog Tale Tile Works

Title: Frog Tale Tile Works
Pixel Artist: Bitslap  (Level 7 General Manager :: 6841 points)
Posted: 10/19/2015 17:37
Palette: 32 colors
Statistics:  15 comments    45 faves    0 avatars

Have spent a lot of time reworking the level art in Frog Tale

I am taking a NES approach since i just love doing it. My own palette was never good enough and it is a delight working with this palette. 

I am not totally adapting the NES restrictions. Some backgrounds (clouds and forest) and the occasional tile wouldnt work on the NES.

I dont like the usual NES forests so i browsed PJ for inspiration.
Ubisavis's Elephants and Spooky Silhouette by Gas 13 Where great inspirations. 

At this point none of this is put together in a tilesheet. When the time comes i will do another ovehaul and make proper backgrounds that can have parallax that isnt out of this world as it often happens in modern pixel art games. 



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maxoakland (Level 2 Tulip) @ 5/12/2021 12:38

Really nice! The NES palette is extremely hard. You're doing really well with it

JustinGameDesign (Level 8 Marshal) @ 10/29/2015 13:00

Looks like this will be a fun one!

Pix.Ed. (Level 6 SWAT) @ 10/21/2015 21:01

Lovely. Like te bottom leftmost one the best. Thanks for sharing.

Bitslap (Level 7 General Manager) @ 10/21/2015 06:18

Yes. I do love the highlight you added. I must have forgotten all i knew about GBA metroid tilework when i was drawing 

ptoing (Level 7 Cuttlefish) @ 10/21/2015 05:09

Glad to be of help :)

And yeah, the idea for the highlights is that you have a better communication of where the player can walk, better separation of bg and fg, which is pretty important and esp with low colour palettes.

Bitslap (Level 7 General Manager) @ 10/21/2015 03:35

I thank you for your interest. I cant help liking Duck Tales. I agree that there are many more better looking NES games.

The restriction i use is not intended. Doing great tilework is a lengthy process for me. I have barely scratched the surface of whats possible. I imagine my next step would be to pick 4 palettes and use them within the scenes properly as you suggest. I do appreciate your highlights and will concider them :)

Regarding the NES palette, i havent investigated that much into which one is proper. I will swap for the one you linked and see what the outcome is. 


ptoing (Level 7 Cuttlefish) @ 10/21/2015 02:52

Duck Tales has mediocre gfx at best as far as the NES goes, IMO. Reference titles are the 2 Batman games by Sunsoft, Shatterhand and Gimmick! I can not think of any games off the top of my head that come close to those.

The thing is, that restricting yourself on top of already being restricted by the NES limits (somewhat) does not necessarily do you any good, IMO.

For example, looking at my fave screen, the one with the grey blocks. In that one you use 1 palette (black, mid grey, darker grey and blue) You could make it 2 palettes and things would look more interesting already. Add another blue to the palette you use for the pillars and bg brickwork and mix it up with larger areas of darker places where there is no grey, so things recess more. I made a small edit to illustrate this as well as some other stuff.

Click for edit

This now uses 4 bg palettes. Also I used a more accurate NTSC NES palette. The one you are using seems to be pretty fudge and neither looks like NTSC nor PAL (in case you want to be somewhat accurate).

Most accurate NTSC palettes afaik, because this stuff was measured.

As far as PAL goes not sure what the most accurate one is since no one seems to have done proper measuring with that one so far.

Bitslap (Level 7 General Manager) @ 10/20/2015 12:58

There is an uneven quality between the tiles. Some have more care than others. I like the grey area as well.

I know right. I have more colors to add if i want. For some reason i started with 1 global (black) and 2 more. And it went so well i decided to keep it. However, when i analyze games with great tilework like Duck Tales, i see that they are using the "4th" color very rarely. I aim to introduce a 4th color as subtle as i can so i dont break this current style.

Forgot to mention, i have way less color on these tilesets than what was possible on a NES. I use an average of 5-7 colors while the NES could display 13 background colors with 4 background palettes. I have a lot of extra smooch to add. =)

Fusionnist (Level 10 Operative) @ 10/20/2015 10:57

Bless the tiles :D

LanderSolon (Level 3 Corporate Drone) @ 10/20/2015 07:34

The background on the gray world is especially good.

A.N. (Level 4 Mercenary) @ 10/20/2015 07:22

I like your backgrounds.

dTfromUA (Level 1 Gangster) @ 10/20/2015 06:53


ptoing (Level 7 Cuttlefish) @ 10/20/2015 05:18

Really nice, but why are you only using 3 colours for the tiles. You get 3 colours on top of a global colour, so up to 4 colours per tile (3 of which can be unique).

huZba (Level 1 Jukyu) @ 10/20/2015 01:18

Something about drawing and seeing nes tiles just makes me feel fuzzy inside :D

Lazycow (Level 2 Flatfoot) @ 10/20/2015 00:46

Adorable, so many color schemes... I like the contrast between foreground and background of the topleft room and the grey room most. And the forest pic has the darkest mood. For some reason, the stump looks like it is going to start talking. Hm, maybe it should...

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