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Re: 2nd attempt: Isometric excercises

Posted: Wed Apr 27, 2016 6:27 pm
by FrankenGraphics
Not iso, but a thematically concistent excercise in ending/credits/intro screens. Redrawn work layered over a dithered bw photo in photoshop. Had an extra layer highlighting the first pixel in every 8x8 which helped a lot when deciding how to redraw and what to remove, shift around, and simplify. Then removed the original dither layer and imported in nesst for attributing and tile reuse where needed. The source photo is over 100 years old. It took a few passes before i got it distinct without loosing the horror / old school black metal album cover feel. I thought i might aswell share it and see what you think of it. It is using up a full $FF bytes but could be simplified if needed.

Re: 2nd attempt: Isometric excercises

Posted: Mon May 09, 2016 7:50 am
by vilxdryad
that last one have the castlevania's ending feel all over. i am all impressed that the nes can actually handle those beautiful pixel-detailed backgrounds, your art is actually the best one i have ever saw on the system; you are really talented!

I am looking forward to this game so hard, i really congratulate you for what you have done so far, i really appreciate your art.

Re: 2nd attempt: Isometric excercises

Posted: Tue May 10, 2016 5:30 pm
by Myask
Feels like a late-EGA title screen. Not in the bad way. I like it.

And if you parallax that into the background of a level/segment, it'd be lovely. But you're not likely to have a side-scrolling bit where parallax is easy...unless you allow "diagonal" movement w/r/t the grid.

Reminds me of the two controlstyles of SR'n'R...

Re: 2nd attempt: Isometric excercises

Posted: Wed May 11, 2016 1:12 am
by Bregalad
Personally I don't like the dithering all over the place. It looks like an automated conversion. I've nothing against limited use of dithering, by the way, but that's too much.

Re: 2nd attempt: Isometric excercises

Posted: Wed May 11, 2016 5:35 am
by darryl.revok
Bregalad wrote:Personally I don't like the dithering all over the place. It looks like an automated conversion. I've nothing against limited use of dithering, by the way, but that's too much.
I have to concur. I really like your work, but that style of NES graphics doesn't look good to me.

I'd prefer to see it primarily in solid shading with some dithering details.

Re: 2nd attempt: Isometric excercises

Posted: Wed May 11, 2016 7:45 am
by FrankenGraphics
I actually agree with all these points, for the same reasons and some more.

It is very EGA like, and it is not often i liked that style myself. I was aiming for something that was reminiscent of the low budget covers of early black metal albums, but in a video game context, that translates into something else.

Another bad thing with overdithering like this is that it consumes a *lot* of tiles. I used a full $FF of tiles and still felt i had to compromise for the sake of keeping the dithering style concistent (the larger clouds, especially). It was made to be decoration for a club/vernissage evening together with some other stuff displayed on one tv sreen each. But if i'd reuse it for a game, i think it needs to be more clear-cut, both in terms of style and memory usage. That way it would also look more elaborate and perhaps rewarding for the player.