Search found 94 matches
- Sat Oct 21, 2017 5:57 pm
- Forum: NESdev
- Topic: Notepad++ ASM6 User-Defined Language
- Replies: 2
- Views: 3184
Re: Notepad++ ASM6 User-Defined Language
Wow, thanks for sharing! And for giving it in instead of a link. I knew people would have better UDLs than me, but I put up the thread anyways because I was tired of finding dead links left and right. This will go a long way towards preventing future frustration for people using search engines. I'll...
- Sat Oct 21, 2017 9:06 am
- Forum: NESdev
- Topic: Notepad++ ASM6 User-Defined Language
- Replies: 2
- Views: 3184
Notepad++ ASM6 User-Defined Language
This week I decided to pick up the Nerdy Nights tutorial and learn some 6502. I wanted a UDL (user-defined language) for syntax highlighting but I couldn't find one. Everything was either a broken link or too old for the current NP++ so I decided to make my own! It's based off the default assembly h...
- Tue Aug 22, 2017 9:03 am
- Forum: NES Graphics
- Topic: Burnout for the Non-Artist
- Replies: 4
- Views: 5263
Re: Burnout for the Non-Artist
I feel the same, man! I'm an artist at heart but I've done a little bit of programming (albeit not on the NES). The moment I start programming something and focusing on that, I lose all motivation to make any art. I just want to slap down some placeholders and move on with that. Even if you're an ar...
- Sat Mar 11, 2017 3:44 pm
- Forum: NES Graphics
- Topic: Converting 2bpp tiles to 8bpp image
- Replies: 5
- Views: 5700
Re: Converting 2bpp tiles to 8bpp image
@rainwarrior Great answer. It took me a minute to digest it (and I had to rotate your output 90 degrees) but it's a very elegant solution. And your hunch was correct. The shift-register approach is approximately 4% faster. Thanks for answering my first question. @lidnariq Yikes. I actually came acro...
- Sat Mar 11, 2017 2:19 pm
- Forum: NES Graphics
- Topic: Converting 2bpp tiles to 8bpp image
- Replies: 5
- Views: 5700
Converting 2bpp tiles to 8bpp image
I'm writing a ROM-editing tool in C and need to extract some 8x8 tiles from CHR-ROM. First, I want to convert 2pp NES tiles to indexed 8bpp images. Second, I want to render them to an OpenGL canvas so the user can edit them. I haven't learned a lick of OpenGL yet but I just managed to wrap my head a...
- Sat Nov 05, 2016 10:52 am
- Forum: NES Graphics
- Topic: Fonts for homebrew developers
- Replies: 29
- Views: 49115
Re: Fonts for homebrew developers
You might be interested in this awesome collection by usr_share on OGA. The same artist also has a few other collections on their profile. A bit unorthodox, but you could check out some tilesets at the Dwarf Fortress tileset repository.
- Sun Sep 25, 2016 8:37 am
- Forum: NES Graphics
- Topic: RPG tiles
- Replies: 15
- Views: 12284
Re: RPG tiles
Others have spoken well about the overworld, as for sprites, I would try to outline a lot less, especially the very top and bottom outlines. With one pixel above the head, one below the chin, one below the shirt, and one below the foot, 25% (4/16 pixels) of your height is being devoted to outlines....
- Thu Sep 22, 2016 5:56 pm
- Forum: NES Graphics
- Topic: RPG tiles
- Replies: 15
- Views: 12284
Re: RPG tiles
These are *really* nice, man! A step above most overworld tiles on the NES, but they look like they'd fit right in on any JPRG. Flexible too, seeing as how these tiles work in many color schemes. As someone who is normally very picky about pixel art, I'd have no qualms playing a game with these grap...
- Sat Sep 03, 2016 8:06 am
- Forum: NES Graphics
- Topic: Character appearance in Tennis, Soccer, and Kung Fu
- Replies: 28
- Views: 16390
Re: Character appearance in Tennis, Soccer, and Kung Fu
Ah. I see what you mean in that case, Alp. The issue is that each layer of shading is exactly 2 pixels thick. I'll keep that mind in the future.
- Wed Aug 31, 2016 7:23 pm
- Forum: NES Graphics
- Topic: Character appearance in Tennis, Soccer, and Kung Fu
- Replies: 28
- Views: 16390
Re: Character appearance in Tennis, Soccer, and Kung Fu
That's debatable...
But yes, the Bitmap Brothers were great. I loved their work in Chaos Engine. It feels very ahead of its time for a 1993 game. Almost like a mockup you'd see today on PixelJoint.
But yes, the Bitmap Brothers were great. I loved their work in Chaos Engine. It feels very ahead of its time for a 1993 game. Almost like a mockup you'd see today on PixelJoint.
- Tue Aug 30, 2016 7:38 pm
- Forum: NES Graphics
- Topic: Character appearance in Tennis, Soccer, and Kung Fu
- Replies: 28
- Views: 16390
Re: Character appearance in Tennis, Soccer, and Kung Fu
Heh. That's a good way to put it. http://i.imgur.com/050Gqtk.png No shading, cell shading, pillow shading, polished-chrome-on-a-sunny-day shading A bit off-topic, but I actually really like the lattermost kind of shading. I used to do cell shading but the polished chrome has a nice retro look withou...
- Sat Aug 27, 2016 8:48 pm
- Forum: NES Graphics
- Topic: Character appearance in Tennis, Soccer, and Kung Fu
- Replies: 28
- Views: 16390
Re: Character appearance in Tennis, Soccer, and Kung Fu
Yeah, it's entirely possible we're reading too much into this and it was just the regional style of the time. Another very distinct example are the British platformers of the early 90s: http://i.imgur.com/vVi2GGd.png Lots of bright, chrome-shaded characters with cartoony proportions and no outlines....
- Sat Aug 27, 2016 11:19 am
- Forum: NES Graphics
- Topic: Character appearance in Tennis, Soccer, and Kung Fu
- Replies: 28
- Views: 16390
Re: Character appearance in Tennis, Soccer, and Kung Fu
Purely speculation here (I've wondered this myself) but here's my two cents: Early on, I don't think artists had access to the same tools we have today. Sprites were often drawn on grid paper and then transposed into data pixel-by-pixel by a programmer. When drawing sprites like this , it's much eas...
- Sun Apr 17, 2016 3:55 pm
- Forum: NES Graphics
- Topic: First attempt at NES graphics, please comment!
- Replies: 49
- Views: 37558
Re: First attempt at NES graphics, please comment!
I absolutely love this. There's a really cool aesthetic to the scene and I love how you used black as the dominant color. I'm slightly confused about what can be walked on but this is a really natural-looking tileset nevertheless. Like tokumaru said, your scene is a little monochromatic for somethin...
- Sun Apr 03, 2016 8:29 pm
- Forum: NES Graphics
- Topic: Trying to teach myself pixel art
- Replies: 61
- Views: 32315
Re: Trying to teach myself pixel art
I don't care what it looks like, I want to stop it rocketing around like a Wiimote at thirty paces. Which it continues to do after I close ASEprite and reboot. Does the Windows version do that too? I have no earthly idea what you're talking about. Sounds like an issue with mouse sensitivity to me. ...