koitsu wrote:Hipster shit. Remarkable that it's not even single-layer polyurethaned. Looking forward to woodboring beetles living in my NES carts, right alongside dry rot.
I've made some updates. I've got a simple lighting layer set up, and I've reworked the tiles for the second area. https://i.imgur.com/sa7fVAg.png https://i.imgur.com/57RsSWU.png Some palette options (Between the wood platform and background bricks) https://i.imgur.com/NnOM7ud.png https://i.imgur.com...
I just had a random thought, and I was a little curious about it. Let's say I made a NES ROM and wanted to distribute it as a legitimate cartridge that could play in an NES (or a retro-station-whatever-thing I see them selling at game stores.) What kind of costs are involved in such a production, an...
What is it you're doing right now? You haven't described anything that wouldn't work, at least not in sufficient detail for us to determine that. I was planning on having a torch light effect that would have addition around the torch (eg Musya) and subtraction further away to create shadows. But th...
You can use one blending mode on one range of scanlines and another blending mode on another range, using an hblank handler or HDMA to make the switch. On any scanline, you can limit the effect of blending to up to two horizontal ranges of pixels (the "window"). The easiest ratio to get i...
Another thing: When you say SNES like - what is your intended screen resolution? In this thread, and other threads, you have used 240, 256, and 288 pixel heights, which looks as if the resolution changes on the fly, or as you haven't cared about that topic yet (or originally didn't do so). And all ...
I was reading this wiki page about the transparency effects on the SNES: https://wiki.superfamicom.org/ It answered most of my questions, but I'm still left with one: Can the SNES use two different transparency effects at the same time? Like, can I have part of the screen use a subtraction method, a...
I've been thinking I would apply a foreground layer for some shading/lighting effects, but I didn't include it in these pictures because it doesn't look right in its current form. I figure a layer effect would work better because one, it could darken the sprites too, because honestly it looks weird ...
I've been working on a new area, which as the thread title suggested is an underground passage. I've got some good tiles for the base layout, I think. But I'd like to get some feedback before I got too far with it. I'm open to all criticism, so please be honest with your responses. I'm going for rou...
MAN. Looking at all these pictures of this period equipment, looking at how these guys were going about developing these games... I just keep thinking: these folks were living the DREAM! Man I wish I could have been working there, doing this, making these games... That just looks so amazingly fun! A...
Okay, this looks like the mode I was talking about, so let me ask a couple questions about shadow/highlight mode that I have. Was this performed per-pixel, or per-tile? (Or per-layer? Or per-palette or something?) ie, could you set it to operate on just one specific pixel, or do you set it to work o...
Okay, here's the latest update, now including the background layer. (parallax scrolling, single layer.) I also made a slight tweak to the canopy on a couple tiles. https://i.imgur.com/syVoKcZ.png https://i.imgur.com/z07NeIM.png The background by itself: https://i.imgur.com/cUzIc8A.png I don't want t...
I can't seem to find where I was reading it before, but I recall hearing that the genesis had some sort of additional option for its colors beyond just the 9-bit RGB color palette. Something about also having high and low or bright and dark or soemthing. I can't find where I read it, and wikipedia m...