Graphics for a co-op Metroid-like

A place for your artistic side. Discuss techniques and tools for pixel art on the NES, GBC, or similar platforms.

Moderator: Moderators

Post Reply
User avatar
never-obsolete
Posts: 410
Joined: Wed Sep 07, 2005 9:55 am
Location: Phoenix, AZ
Contact:

Graphics for a co-op Metroid-like

Post by never-obsolete »

Just looking for some opinions on the graphics I've been working on.

I'm not too happy with the rock columns in the cave tileset or the areas that are supposed to be solid dirt (the gray and brown rocks).


Jungle / Cave:
map02.png
palj.PNG
palj.PNG (2.04 KiB) Viewed 23216 times
Color 3 of sub-palettes 0,1, and 3 are unused.


Sewer:
map0A.png
pals.PNG
pals.PNG (2.03 KiB) Viewed 23216 times
Color 3 of sub-palette 0 and all of sub-palette 3 is unused.
. That's just like, your opinion, man .
tepples
Posts: 22377
Joined: Sun Sep 19, 2004 11:12 pm
Location: NE Indiana, USA (NTSC)
Contact:

Re: Graphics for a co-op Metroid-like

Post by tepples »

Colors 2D and 3D aren't present on all PPU revisions. They're on the composite (NTSC and PAL) PPUs but not the RGB PPU in the Famicom Titler, Famicom TV, and PlayChoice. In addition, a naive fade routine tends to turn these colors into color 0D, which causes some TVs' horizontal sync circuits to misbehave. Colors 00 and 10 should be more broadly compatible.
User avatar
never-obsolete
Posts: 410
Joined: Wed Sep 07, 2005 9:55 am
Location: Phoenix, AZ
Contact:

Re: Graphics for a co-op Metroid-like

Post by never-obsolete »

Thanks, I'll have to change those.
. That's just like, your opinion, man .
daggaz
Posts: 7
Joined: Mon Jul 15, 2019 11:56 am

Re: Graphics for a co-op Metroid-like

Post by daggaz »

I think the dirt looks just fine, and the overall feel is fluid and organic.

With the solid rocks, the grey ones stand out quite a lot from the background and this telegraphs information, whether desired or not, to the player. I would expect them to perhaps shake loose and fall down as I approached. Either they should act as sprites, or the coloring should blend more with the background. With the brown rocks, they just look too much like the dirt and it breaks suspension of disbelief (why are their big boulders made of dirt), so here they should blend a bit more towards stone colors of grey.

The bricks in the second shot are maybe a bit too uniform. Maybe break a few of them, add vines occasionally or something, or if possible, use more than one tile to add even more variation like this. But here it depends on what feel you are going for, of course.
User avatar
never-obsolete
Posts: 410
Joined: Wed Sep 07, 2005 9:55 am
Location: Phoenix, AZ
Contact:

Re: Graphics for a co-op Metroid-like

Post by never-obsolete »

I've been trying to improve the background and sky line. This is a surface area of the cave tileset.
map00.png
. That's just like, your opinion, man .
User avatar
never-obsolete
Posts: 410
Joined: Wed Sep 07, 2005 9:55 am
Location: Phoenix, AZ
Contact:

Re: Graphics for a co-op Metroid-like

Post by never-obsolete »

I've been busy working on this game and I realized I never posted any of these here. Some of them are a little old, but here they are (oldest to newest):

Jungle/Cave
Image

The layout is mostly the same, more detail has been added to the background.

map02.bmp
map02.bmp (576.05 KiB) Viewed 10861 times

Power Plant
Image

This is just a test room for the power node objects. This area is a part of the Volcano area (shown below) in the same way Jungle/Cave are considered one area.

Sewer
Image

Image

Volcano
Image
This (along with Power Plant) is the area I'm currently working on.

There is one more full area planned, along with a final boss area (like Tourian in Metroid).
. That's just like, your opinion, man .
M_Tee
Posts: 429
Joined: Sat Mar 30, 2013 12:24 am
Contact:

Re: Graphics for a co-op Metroid-like

Post by M_Tee »

These are gorgeous, one of my most anticipated games.
User avatar
never-obsolete
Posts: 410
Joined: Wed Sep 07, 2005 9:55 am
Location: Phoenix, AZ
Contact:

Re: Graphics for a co-op Metroid-like

Post by never-obsolete »

Just an update on this project that still hasn't been given a title:

Power Plant
Image
This is an older version of the graphics/palette where I was playing around with parallax (that scrolls the wrong way :D).

Image
A more recent version of what the area is going to look like. The platform movement is a little jittery and I want to rework the electricity.



Ice
Image
I didn't originally intend to have this area, but here it is. This area needs to be fleshed out quite a bit more.


Still to do:
-the Factory area needs more work
-I haven't started on the Lab area
-4 of (hopefully) 6 sub-bosses and the final boss need to be added
-a title
-lots of polish
. That's just like, your opinion, man .
Scrobins09
Posts: 9
Joined: Sun Mar 03, 2019 4:48 pm

Re: Graphics for a co-op Metroid-like

Post by Scrobins09 »

Any new updates on this fun looking game?
User avatar
never-obsolete
Posts: 410
Joined: Wed Sep 07, 2005 9:55 am
Location: Phoenix, AZ
Contact:

Re: Graphics for a co-op Metroid-like

Post by never-obsolete »

There's this guy:

Image
. That's just like, your opinion, man .
Post Reply