Pixelation

General => Challenges & Activities => Topic started by: AdamAtomic on February 28, 2008, 12:00:24 am

Title: Mockup Frenzy #7: Cinematendo!
Post by: AdamAtomic on February 28, 2008, 12:00:24 am
Mockup Frenzy #7: Cinematendo!

(http://www.pixelation.org/upload/news/mockupfrenzy7.gif)

Colors & Resolution:
(http://www.adamatomic.com/art/nes_spec.gif)

Theme: NES Games Based On Movies
Start Day: February 27th, 2008
Deadline: March 15th, 2008
Notes:  Mockup Frenzy returns!  Sorry for all the delays, it was a crazy couple of months.  I hope you all stored up some serious mockup-making energy!!  The NES had perhaps the finest film-licensed games of all time, including Batman, The Terminator, The Goonies, Fist of the North Star, and (stretching here) TV shows like The Addams Family and Darkwing Duck:

(http://www.pixelation.org/upload/mockup_frenzy/07_refs/batman4.gif) (http://www.pixelation.org/upload/mockup_frenzy/07_refs/journey_to_silius_03.gif) (http://www.pixelation.org/upload/mockup_frenzy/07_refs/goonies2-3.png) (http://www.pixelation.org/upload/mockup_frenzy/07_refs/Shatterhand_Gameplay.PNG) (http://www.pixelation.org/upload/mockup_frenzy/07_refs/fester1.gif) (http://www.pixelation.org/upload/mockup_frenzy/07_refs/Darkwing_Duck_NES_ScreenShot1.jpg.gif)

Your mission is to create your own NES mockup of a game based on a movie.  If you're dying to do a TV show instead...that's ok too.  As usual, the color restrictions here are a little wonky, feel free to stretch them a little if it means creating a piece of art you're really happy with!  Just make sure you work at the right resolution :)



Is this your first Mockup Frenzy?  Why not check out the rules & results from Mockup Frenzy #1: Mobility! (http://www.pixelation.org/index.php?topic=4765.0), Mockup Frenzy #2: Ninjas! (http://www.pixelation.org/index.php?topic=4913.0), Mockup Frenzy #3: GB Demakes! (http://www.pixelation.org/index.php?topic=5016.0), Mockup Frenzy #4: Invasion! (http://www.pixelation.org/index.php?topic=5116.0), and Mockup Frenzy #5: Horrorween! (http://www.pixelation.org/index.php?topic=5227.0), and Mockup Frenzy #6: Musical Inspiration! (http://www.pixelation.org/index.php?topic=5455.0)



RESULTS:

Ben2theEdge, infinity+1, johnnyspade:
(http://www.pixelation.org/upload/mockup_frenzy/07/Ben2theEdge_shoot-em-up_mockup.png) (http://www.pixelation.org/upload/mockup_frenzy/07/infinity+1_life.png) (http://www.pixelation.org/upload/mockup_frenzy/07/johnnyspade_fm_zample.png)

johnnyspade, L___E___T, L___E___T:
(http://www.pixelation.org/upload/mockup_frenzy/07/johnnyspade_mf7_butchph7.png) (http://www.pixelation.org/upload/mockup_frenzy/07/L___E___T_FINISHEDMOCKUPTRIPTYCHLEFT.gif) (http://www.pixelation.org/upload/mockup_frenzy/07/L___E___T_FINISHEDMOCKUPTRIPTYCHMIDDLE.gif)

L___E___T, Lackey, schu:
(http://www.pixelation.org/upload/mockup_frenzy/07/L___E___T_FINISHEDMOCKUPTRIPTYCHRIGHT.gif) (http://www.pixelation.org/upload/mockup_frenzy/07/Lackey_NES_excavation.png) (http://www.pixelation.org/upload/mockup_frenzy/07/schu_fuzzNES_carchase.gif)

schu, snake, Teknogames:
 (http://www.pixelation.org/upload/mockup_frenzy/07/schu_fuzzNES_Somerfield.gif) (http://www.pixelation.org/upload/mockup_frenzy/07/snake_CloverfieldNES.png) (http://www.pixelation.org/upload/mockup_frenzy/07/Teknogames_biglebowskinesqn8.gif)

vedsten, xenobond:
(http://www.pixelation.org/upload/mockup_frenzy/07/vedsten_cinematende_la_cite_des_enfants_perdus_3.png) (http://www.pixelation.org/upload/mockup_frenzy/07/xenobond_little_china01.png)

Sorry for the INSANELY LATE COLLATING AND UPLOADING!  Happy holidays, pixelators  :D
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: Dusty on February 28, 2008, 12:23:13 am
Oh man, I loved Goonies II on the NES, and I loved the NES itself... I'm definitely going to have to try my hand at this challenge.
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: I Am Uh on February 28, 2008, 01:43:13 am
Finally! I love mock-Ups.(They're my favey.):crazy:
Definitely joinin' this one.
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: .TakaM on February 28, 2008, 02:40:13 am
this will be fun, I think I know what movie I'll do...

and no parallax? a fair number of NES games had parallax, I guess it was all custom coded then? (not that it matters much since we're just making mockups, but still)
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: Rydin on February 28, 2008, 02:49:33 am
Thanks! For both a new activity, and for one with such personal synchronicity...This speaks to my soul....especially considering what I've been doing art-wise the last couple of weeks  :0'
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: AdamAtomic on February 28, 2008, 06:30:24 am
this will be fun, I think I know what movie I'll do...

and no parallax? a fair number of NES games had parallax, I guess it was all custom coded then? (not that it matters much since we're just making mockups, but still)

Heh...parallax on the NES was a bit of a trick.  There were at least 3 valid approaches that I know of, none of which are what we would consider "real" parallax:

1 - Use this special bit that could signal when you'd finished one particular raster line...this is how games like castlevania kept the HUD in one place while the level scrolled.  Basically, the first X lines can scroll at one rate, and the rest can scroll at another.

2 - Keep the background relatively blank, set sprite priority to be behind the level.  Then you can have sprite clouds zip by at varying speeds.  However, you can not have any real background tiles, just the main background color, otherwise your main character will be drawn behind the tiles as well!

3 - Build the level out of sprites, and scroll the entire background plane.  However, the sprite limits (8 sprites per raster line before flickering kicks in) are such that this is only applicable in VERY special cases...
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: JonathanOfDrain on February 28, 2008, 06:45:11 am
(http://www.wayofthepixel.net/pixelation/upload/mockup_frenzy/07_refs/Shatterhand_Gameplay.PNG)
Shatterhand was my favorite game growing up. Collect three betas and you got the grenade throwing robot.

I'm torn between making Say Anything a game or doing that other 80s classic Dreamscape. After all, you can do anything in dreams.
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: .TakaM on February 28, 2008, 06:54:39 am
this will be fun, I think I know what movie I'll do...

and no parallax? a fair number of NES games had parallax, I guess it was all custom coded then? (not that it matters much since we're just making mockups, but still)

Heh...parallax on the NES was a bit of a trick.  There were at least 3 valid approaches that I know of, none of which are what we would consider "real" parallax:

1 - Use this special bit that could signal when you'd finished one particular raster line...this is how games like castlevania kept the HUD in one place while the level scrolled.  Basically, the first X lines can scroll at one rate, and the rest can scroll at another.

2 - Keep the background relatively blank, set sprite priority to be behind the level.  Then you can have sprite clouds zip by at varying speeds.  However, you can not have any real background tiles, just the main background color, otherwise your main character will be drawn behind the tiles as well!

3 - Build the level out of sprites, and scroll the entire background plane.  However, the sprite limits (8 sprites per raster line before flickering kicks in) are such that this is only applicable in VERY special cases...
just curious, how did metal storm pull it off:
http://www.youtube.com/watch?v=GED_RatIpwU
etc

?
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: Lazycow on February 28, 2008, 11:16:01 am
1 - Use this special bit that could signal when you'd finished one particular raster line...this is how games like castlevania kept the HUD in one place while the level scrolled.  Basically, the first X lines can scroll at one rate, and the rest can scroll at another.
2 - Keep the background relatively blank, set sprite priority to be behind the level.  Then you can have sprite clouds zip by at varying speeds.  However, you can not have any real background tiles, just the main background color, otherwise your main character will be drawn behind the tiles as well!
3 - Build the level out of sprites, and scroll the entire background plane.  However, the sprite limits (8 sprites per raster line before flickering kicks in) are such that this is only applicable in VERY special cases...
just curious, how did metal storm pull it off:
http://www.youtube.com/watch?v=GED_RatIpwU

I have never done any NES coding, but the scrolling of NES metal storm looks like an old C64 trick which should work on NES too:

4 - You use a block of background-tiles - e.g. 4x4 tiles (total of 16) and rotate the content of the tiles themself (the pixel-bits) anytime they should scroll. Then you can put this 4x4-tileblock everywhere you want to have the parallax-effect. It does only work for small repeating areas as this eats up very much background tiles that cannot be used for other stuff.
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: ptoing on February 28, 2008, 12:46:58 pm
Yeh deffo, the actual tiles are scrolling. One of the oldest tricks in the book really :D
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: mattness on February 28, 2008, 01:29:30 pm
 :-\ mmh.. the Batman sprite is bigger than 8x16, isn't it?
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: Ben2theEdge on February 28, 2008, 02:50:00 pm
:-\ mmh.. the Batman sprite is bigger than 8x16, isn't it?

You can take a couple sprites and mash 'em together for a bigger sprite. A lot of NES games seem to have done that. But it counts as multiple sprites.
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: infinity+1 on February 28, 2008, 03:44:50 pm
dibs on the life aquatic.
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: AdamAtomic on February 28, 2008, 08:14:20 pm
1 - Use this special bit that could signal when you'd finished one particular raster line...this is how games like castlevania kept the HUD in one place while the level scrolled.  Basically, the first X lines can scroll at one rate, and the rest can scroll at another.
2 - Keep the background relatively blank, set sprite priority to be behind the level.  Then you can have sprite clouds zip by at varying speeds.  However, you can not have any real background tiles, just the main background color, otherwise your main character will be drawn behind the tiles as well!
3 - Build the level out of sprites, and scroll the entire background plane.  However, the sprite limits (8 sprites per raster line before flickering kicks in) are such that this is only applicable in VERY special cases...
just curious, how did metal storm pull it off:
http://www.youtube.com/watch?v=GED_RatIpwU

I have never done any NES coding, but the scrolling of NES metal storm looks like an old C64 trick which should work on NES too:

4 - You use a block of background-tiles - e.g. 4x4 tiles (total of 16) and rotate the content of the tiles themself (the pixel-bits) anytime they should scroll. Then you can put this 4x4-tileblock everywhere you want to have the parallax-effect. It does only work for small repeating areas as this eats up very much background tiles that cannot be used for other stuff.

Ah yes!  Nice one, I'd forgotten about that :D
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: JonathanOfDrain on February 29, 2008, 07:00:49 am
I've never used any of the NES restrictions so I figured I should at least try my hand at them.
(http://img.photobucket.com/albums/v189/SariK/iceclimbermock2.gif)
Would this qualify? The sprite is two parts, they don't have 5 colors.
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: ptoing on February 29, 2008, 11:14:25 am
Iceclimbers is hardly a movie, no?
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: infinity+1 on February 29, 2008, 03:05:38 pm
since i honestly don't know how to avoid some of the restrictions, i get kind of loose with the rules, and if you want to correct me, go right ahead.
this is as far as i've got.

(http://i82.photobucket.com/albums/j276/tinsleycurtis/life.png)

two players, go around the island taping various aquatic creatures.
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: boojiboy on March 01, 2008, 04:42:09 am
Is there a thread explaining how exactly the color and resolution restrictions work?
I'd love to enter.
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: miascugh on March 01, 2008, 09:24:03 am
Mockup Frenzy #7: Cinematendo!

Colors & Resolution:
(http://www.adamatomic.com/art/nes_spec.gif)

?
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: boojiboy on March 01, 2008, 11:50:25 am
Yeah I meant to explain what all that means. Raster, 1 perm alpha etc.
I don't expect anyone to spell it out for me but maybe steer me in the right direction so I can enter this and subsequent Mockup frenzies.
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: surt on March 01, 2008, 12:47:22 pm
Yar. What does "1 palette per 2x2 tile block mean"?
Tiles are 2x2 pixels (no mention or tiles elsewhere), or blocks of two tiles by two tiles (if so what size are tiles, 8x8)?
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: Ichigo Jam on March 01, 2008, 01:39:35 pm
Tiles are 8x8, so the BG palette is selectable for each 16x16 pixel block.
Each palette has 4 entries - 3 of these are selectable colours, the fourth is always transparent.

But I don't know what the "fade region" is - is there an example of it in any of the screenshots at the top of this thread?
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: AdamAtomic on March 01, 2008, 05:42:05 pm
Heh...ok as usual, was clearly noted in the specs for this one that you don't have to follow it super-strictly.  But I'll try and clarify it as much as I'm able to...

Background color - one color that the entire screen is set to every frame.  In a LOT of games this is just black, but there are many where it is peach or cyan (but it can be any color from the hardware palette)

BG tiles - 8x8 pixels, and drawn in 2x2 tile (or 16x16 pixel) blocks in *most* mappers.  Some games could draw a single tile at a time (reportedly castlevania III, tho i've yet to see a screenshot that actually does).  Each block is drawn with 1 palette.

BG Palettes - same as sprite palettes, 3 colors and an alpha/dropout.  Palettes could be animated/rotated though!

Parallax - covered in previous posts

Sprites - 8x8 and 8x16 only.  Something like Mario in SMB is made up of at least 6 individual sprites at any time, but obviously that doesn't matter too much for the mockup.

Sprite Palettes - same as BG Palettes above

Vagaries of Sprite Display - only 8 sprites per raster line.  A raster line is a single pixel horizontal line across the display (basically one row of electron gun screen attack)  If you remember NES games flickering a lot, it's because they had at times more than 8 sprites per raster line, so they had to flicker some on and off.  Sprites could be displayed either behind or in front of the BG tiles layer (see Super Mario Bros. 3 for wicked example of that)

Fade Regions - umm heh this shit is pretty weird.  as far as i understand it you can specify a rectangular region of the screen (nto sure if its by pixel or by tile...i think its by pixel), and you can modify the color intensity.  This was frequently used to do fadeouts during cinematics/start/end of levels (as was palette animation).  Fade regions could display colors that are NOT in the normal hardware palette, because it would modify the color signal as it left the machine...totally weird.  Basically, I do not recommend using it for mockup purposes :P Was a special-case effect that was rarely used afaik.
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: JonathanOfDrain on March 01, 2008, 06:42:26 pm
Iceclimbers is hardly a movie, no?
I just wanted to see if this followed the NES restrictions. Sorry for the confusion.
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: boojiboy on March 02, 2008, 06:16:32 am
Thanks for the explanation AdamAtomic. I'm still a bit in the dark but I guess the best way is to just make something and if it doesn't fit the restrictions to fix it up.
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: AdamAtomic on March 02, 2008, 06:44:24 am
I just wouldn't fret over it too much.  Try to stick to 8x8 tiles and 4 colors per tile if you can :)  That'll get you something that's pretty NES-y looking!  I generally disregard one or two of the more picky restrictions, because I am more interested in the aesthetic than the 100% perfect reproduction of every weird idiosyncracy (sp?) in the system...
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: huZba on March 02, 2008, 11:50:23 am
Is there a difference between ntsc/pal palettes? Some of those shots have a slightly different palette compared to the one posted. If so, which palette is the one that's up there?
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: The B.O.B. on March 02, 2008, 12:42:36 pm
(http://i110.photobucket.com/albums/n118/TheBoBslow/commock.png)

Was givin' the restrictions a shot, but halfway there, blew it all to poo, and just quit. Was supposed to be a Children of Men mock up. Lotta' things unfinished...
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: AdamAtomic on March 02, 2008, 05:01:47 pm
Is there a difference between ntsc/pal palettes? Some of those shots have a slightly different palette compared to the one posted. If so, which palette is the one that's up there?

Nah, it's actually much weirder than that.  The NES does not have RGB output, and no one has bothered to like get an oscilloscope and try and ascertain what the precise intensity and values are for the colors it displays.  As far as I know NTSC and PAL have the same colors, its just know one knows exactly what they are.  My palette was made from a couple of different ones, and based primarily on looking decent on a computer monitor :P
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: xenobond on March 02, 2008, 09:27:22 pm
My first time really doing anything here. I was thinking of trying Hellboy, or Firefly, but there aren't mobs of bad guys to kill. I watched Big Trouble in Little China, and started drawing some of the stuff I saw. I spent time looking up more info on the hows and whats, and this is what I came up with so far. Still have lighting, signage, building entrances and then make one of the storms on the other side of the screen.

Here's where it's at, now. The shirt is actually a separate sprite (I was looking at megaman and how they got his face to work on top of the body), so by sacrificing a second palette he becomes a little more recognizable. I could do the same thing with his eyes and give em some whites, but kurt russel is mostly squinty, so this works, kinda.

(http://kman.cottages.polycount.com/images/nes/little_china01.png)

This level is mostly from the intro, so it's loading docks, so I want to get a chain link fence goin on, some crates, and a few other things I drew in my sketchbook as I watched. I can now sorta see why there were so many bad movie based nes games out there.
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: yosh64 on March 03, 2008, 01:20:59 pm
hey

I dunno if this will help, but I just want to try and give some info behind the 1 palette per 2x2 tile block restriction. Hmm, it's all rather tricky, well at first it is anyhows, hehe :).

Anyhows for each 2x2 block of tiles, the upper 2 color bits are retreived from the Attribute Table, and the other 2 lower color bits are retreived in the Tile Pattern Table. Basically, the upper 2 bits refer to one of 4 palettes, and the lower 2 bits refer to one of 4 colors inside the palette (note, the first color of a palette is always transparent ;)).

So in other words, each 2x2 block of tiles share the same upper 2 color bits, which means 1 palette per 2x2 tile block, hehe :).

You might want to ignore this, as it may confuse you more. Anyhows each byte of the Attribute Table stores the upper 2 bits of each 4x4 block of tiles, and cause there are 4 sets of 2 bits in a byte, each 2 bits are shared across a 2x2 block of tiles ;). It's quite hard to explain, but if you are really interested then you should read Y0SHi's NES Documentation (not by me :P) (http://nesdev.parodius.com/ndox200.zip), as it explains things and has some diagrams and such :).

Gah, hopefully this is not too technical or something. Anyhows I won't go any further.

But yea, that image AdamAtomic posted sums up the restrictions very well :).

cyas
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: QuickSilva on March 03, 2008, 01:40:41 pm
Damn! I was going to do Big Trouble In Little China. Still, your mockup looks cool xenobond, good job so far :)

Jason.
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: L___E___T on March 03, 2008, 01:48:12 pm
Hi everyone,

Are there any restrictions on what films we can and can't use?

I.E.  Films that already have NES games like TMNT, or STAR WARS etc.  Along with things like anime and cartoons.  I'm not making all that sense of what we can and can't do with character sprite overlays etc so maybe someone could elaborate a little more or put it in layman's terms.

I'm going to get started and if it needs a bit of alteration then I'll do my best. 

One more thing - are we allowed to animate it if we have time?  I couldn't help thinking why there's a parallax rule in there if this would be a problem.
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: AdamAtomic on March 03, 2008, 05:03:41 pm
There is no parallax rule, animate if it makes you happy!  As for the rest:

Quote
Your mission is to create your own NES mockup of a game based on a movie.  If you're dying to do a TV show instead...that's ok too.

Two of the examples given were based on an anime movie and an american cartoon, so...yeah.
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: mice on March 03, 2008, 08:56:56 pm

[Removed].
Wasn't any good either way.
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: cave on March 03, 2008, 10:50:51 pm
"Brokeback Mountain: Flat Tire"

Jack needs to avoid the wheel spanners thrown at him. If he's hit too many times the pressure in the tire will increase and finally blow up...

That is of incredible poor taste. Are you making a joke out of gay bashing?
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: Ben2theEdge on March 04, 2008, 03:10:16 am
Still need to add some details and enemies and whatnot, but here it is.
Anyone who guesses the movie gets a high five.
Anyone who guesses the game it's based on gets a cookie AND a high five.
(http://i48.photobucket.com/albums/f230/ben2theedge/shoot-em-up_mockup.png)
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: Sherman Gill on March 04, 2008, 03:38:43 am
Anyone who guesses the movie gets a high five.
Shoot 'em up, quite obviously.
Maybe you could replace the health points with carrots, or a carrot bar? :)
I think that movie gave me brain cancer, by the way :ouch:.
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: AdamAtomic on March 04, 2008, 06:48:13 am
Nice one ben!!  And yeah, definitely from Shoot Em Up...not sure what game though...there are aspects of RCR in that shot, but that seems like a stretch...
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: mice on March 04, 2008, 07:43:29 am

Quote from: cave
That is of incredible poor taste. Are you making a joke out of gay bashing?
Was there a bashing? Isn't that the primal question of the movie?
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: L___E___T on March 04, 2008, 11:04:23 am
Ben,

Is it based on River City Ransom?    The change bar in the HUD and the look of the sprite remind me of it.
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: sharprm on March 04, 2008, 12:22:33 pm
I think Ben's is based off a religious game that the ANGRY nintendo gamer nerd reviewed, baby moses or something, can't remember properly. That guy should review the mock-ups ...
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: Terley on March 04, 2008, 06:49:36 pm
Bible Games Sharprm?

http://www.youtube.com/watch?v=LkNvQYiM6bw

but doesn't mario 2 use the same concept of lifting above the head like that, actually im sure a lot of games of that generation did.

http://www.youtube.com/watch?v=3A-VUq1e_4o
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: Ben2theEdge on March 04, 2008, 07:10:42 pm
Yeah it's Bible Adventures, heh heh.
Mario 2 uses a similar mechanic but loses points since it didn't allow you to throw babies.
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: cave on March 04, 2008, 07:57:53 pm

Quote from: cave
That is of incredible poor taste. Are you making a joke out of gay bashing?
Was there a bashing? Isn't that the primal question of the movie?


The movie showed quite clearly Jack being beaten to death by three men, as his wife was telling her version of what happened to Ennis.
Now I don't know if you were deliberately trying to be offensive or not, but the point is that it is offensive.
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: robotacon on March 04, 2008, 08:03:28 pm
For the love of all things holy, say that you based your mock-up on John Woos Hard-Boiled!  :y:  ;D

Still need to add some details and enemies and whatnot, but here it is.
Anyone who guesses the movie gets a high five.
Anyone who guesses the game it's based on gets a cookie AND a high five.
(http://i48.photobucket.com/albums/f230/ben2theedge/shoot-em-up_mockup.png)
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: mice on March 04, 2008, 08:51:23 pm
Quote from: cave
The movie showed quite clearly Jack being beaten to death by three men, as his wife was telling her version of what happened to Ennis.
Now I don't know if you were deliberately trying to be offensive or not, but the point is that it is offensive.
I appologize to anyone being offended by the submission. This was not my intent, at all.
The mockup is now removed.
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: sharprm on March 05, 2008, 12:04:06 am
Quote from: cave
The movie showed quite clearly Jack being beaten to death by three men, as his wife was telling her version of what happened to Ennis.
Now I don't know if you were deliberately trying to be offensive or not, but the point is that it is offensive.
I appologize to anyone being offended by the submission. This was not my intent, at all.
The mockup is now removed.

[/quote]

What, what what? Throwing babies is okay, shooting at pregnant ladies is cool, but a game with homicidal homophobics is not? Please post your mockup, else I'll start posting offensive ones too because I dislike political correct censorship. I'll start with a game where you are Borat's retard brother - you break out of your cage to [censored] your sister - HIGH FIVE!

edit: vedsten - its interesting how if you say you don't like left wing censorship you are labelled a homeophobic, hitler lover. Theres a big difference between a game where you are the victim of a attack motivated by racism/homophobia and a game where you are the perpetrator. One just refers to a social injustice (which is good for people to think about) whereas the other advocates it (bad for society, i agree in poor taste). Although both tivialise the issue, its better to trivialise it than to leave it unspoken. It is not okay to tell people they must think like you think, that if you find something offensive they must remove it. Especially since what you find offensive will be so inconsistent - would it be okay to make a game about 'munich'? Or 'gangs of new york', where you are the butcher out to remove a few irish voters?
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: Dusty on March 05, 2008, 12:36:09 am
I don't get it either... his mock-up was just of a movie with stuff being thrown at him out of nowhere... I don't get where that's offensive(nearly all games have this same premise).
WTF? I think people are reading too much into stuff.
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: vedsten on March 05, 2008, 12:56:51 am
Quote from: mice
Quote from: cave
The movie showed quite clearly Jack being beaten to death by three men, as his wife was telling her version of what happened to Ennis.
Now I don't know if you were deliberately trying to be offensive or not, but the point is that it is offensive.
I appologize to anyone being offended by the submission. This was not my intent, at all.
The mockup is now removed.


What, what what? Throwing babies is okay, shooting at pregnant ladies is cool, but a game with homicidal homophobics is not? Please post your mockup, else I'll start posting offensive ones too because I dislike political correct censorship. I'll start with a game where you are Borat's retard brother - you break out of your cage to censored your sister - HIGH FIVE!

Don't know if the picture what supposed to be offensive or not, haven't seen the movie, just had to comment on this, cause what a load of crap :n: Off course there are political self censorship - or a healthy idea of normal human conduct. Would you approve of a game based on American History X where you played a nazi bashing jews and blacks? Or a game based on Schindler's List where you had to control gas chambers? If not (and god i hope that's the case) this i merely you having different attitude towards what's acceptable and not than other people on the forum.  I you would be fine with comments of racist, homophobic or antisemitic nature, then go ahead, make a point on "political correct censorship", post comments with content of this sort. I'll praying for a quick ban.

Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: Sherman Gill on March 05, 2008, 01:09:34 am
Okay, so, uh, Mice removed his entry of his own will. Can't we just get past this and get along, ya'll? :-[
This threads got an underabundance of mockups considering how many people have posted so far, don't ya' think?
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: Conzeit on March 05, 2008, 02:03:27 am
The mockup had a cowboyish jolly character jumping around like you'd see in any platformer, some car towards the left...and a random wrench flying at him from nowhere.

Something's gotta be wrong if all of a sudden the most innocent picture of a guy jumping around becomes "offensive" just because the character is from a movie about gay culture. Art will depict stuff we dont like and that is completely fine, it is a form of comment and the fact that an image is depicted doesnt mean it's being enforced or supported, not even if the main character is the perpetrator of said horrible act.

Did you all miss Super Columbine Massacre RPG or something?

what's even worse, that WASNT even the case here!

We all love to act high an mighty by calling what we do ART, pixel-ART. But at the slightest (ACCIDENTAL!) insinuation of touching an actually relevant subject with our work what appears is blatant censorship and "political correctness". No wonder nobody takes the claims of "art" seriously.
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: cave on March 05, 2008, 02:25:10 am
Last off-topic message from me:

@ sharprm & Dusty: Pregnant ladies and babies are not a persecuted minority group.

@ vedsten : Exactly my thoughts. "American History X - Curb Stompin' Mania!" came to my mind when I read your comment :S
I can't believe tough that we still have to resort to drawing parallels between racial and sexual discrimination to make people understand that it IS a big deal. It's 2008, when will people just get it?

Last month in the US, 2 gay youths were killed as a result of hate crimes. 15 year old Lawrence King took three bullets to the back of the head by one of his classmates. 17 year old Simmie Williams Jr. was attacked by two men and then shot. Countless others are harassed and beaten every single day. I won't even get into the global scene, if you want to know just google "gay hanging in Iran". Now what were you saying about pregnant women?

Now on topic: I'm calling dibs on Elvira: Mistress of the Dark.
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: Dusty on March 05, 2008, 02:27:03 am
I'll just take this to the off-topic thread.
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: L___E___T on March 05, 2008, 11:28:26 am
Cave you're acting like a gay rights activist on prozac.

This is a pixel art forum, anyone who got offended by the mockup to be honest has other issues to go deal with rather than bring all these morals and motives into a forum like this.  Just because I gather the film had a bit of gay bashing in, doesn't mean a mockup is of a gay bashing game.  A woman was shot in the head multiple times in the Terminator film, but it doesn't mean that's what the NES game is about.

I'm surprised Helm or Adam haven't stepped in and given you a big wet slap for being so politically correct.
Please appreciate some light hearted parody.
I live in the UK and have enough PC overload to deal with on a day to day basis.  It would be sad if it invaded forums too, especially ones of this calibre.
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: boojiboy on March 05, 2008, 11:51:30 am
Damn I was gonna do Big trouble in Little China too.

Quote
Exactly my thoughts. "American History X - Curb Stompin' Mania!" came to my mind when I read your comment

That's a bad comparison.
Mice's game didn't have a gay basher as the hero going around beating up gay men, the gay man WAS the hero!
I have no problem at all with a game where you have to avoid being killed by Nazis. In fact, there's heaps of those.

The movie is a work of fiction! That wasn't a gay man getting beaten up, it was an ACTOR PRETENDING to get beaten up.
Let it go, I hope Mice puts it back up.
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: infinity+1 on March 05, 2008, 04:16:01 pm
who knew something as innocent and fun as a mock up frenzy would turn into a ridiculous argument over political correctness.
if you don't like his mock up, don't look at it. there are obviously a good number of people who don't have the slightest problem with it.
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: vedsten on March 06, 2008, 01:42:21 am
La cite des enfants perdus (http://www.imdb.com/title/tt0112682/ (http://www.imdb.com/title/tt0112682/))

(http://www.inventiveminds.dk/vedsten/wips/cinematende_la_cite_des_enfants_perdus.png)

Resemblance with movie went out the window trying to make it look good.
Should comply with all restictions. 1 BG palette 4 sprite palettes
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: AdamAtomic on March 06, 2008, 03:23:55 am
vedsten that's pretty badass so far :D  would love to see those other 3 bg palettes get used, a hallmark of jeunet's films is his varied color, especially yellows, greens, and reds...
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: Sherman Gill on March 06, 2008, 05:17:30 am
Okay, so I haven't seen the movie in a good year or so, but yes, the palette was very important to the style of movie. Wasn't almost everything greyish red and yellow, as Adam said? And Ron Perlman had red hair in the movie if I remember correctly?
Beyond the discrepancies, it looks great though :crazy:.
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: vedsten on March 06, 2008, 11:42:54 am
Thanks for the comments guys  :)

Yea, the colors didn't really turn out how i imagined. Initially i wanted to make it in cool greens and blues as this is how I remember the feel of the movie (wasn't the yellow/red/green thing for Amelie? I'm bot sure tho, cause this is pretty much just based on my memory, the references out there are very scarce). However, every time i tried to throw some green in, i didn't care for the look of it. Might give it another go tonight tho.

Edit: yea Gil, actually your right, Ron's hair does look kinda red in the few ref's i managed to scrape together, I'll fix tonight
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: Conzeit on March 06, 2008, 05:35:06 pm
Youtube is your friend man
http://www.youtube.com/watch?v=Of-j5pPt_Bc this trailer has an almost sidescroller view of things at 01:12

http://www.youtube.com/watch?v=u9k9PDg4ja8&feature=related this one at 02:23.

Perhaps you could make the general ambience of the mockup based on a mix of these two views, and make things a little more bright for specifical parts of the mockup where you imitate one of those unweildy contraptions. Then shade the characters in the style more like the american shots you see in the movie.


Dont be so picky about color if you're trying to do a movie in NES restrictions. The NES cant possibly imitate the subtleties of the color ranges of a film, not only they have an infinitely wider pallete it also changes from shot to shot.
If you want to pick up something from the light, make it the placing of lightsoruces, the way they build the atmosphere.

Focus on the art direction
Try to pick up more from the unique things about the sets of the movie,  try to draw as many of those crazy big tubes and unweildly metal contraptions. Try to imitate the awkward poses and demeanors of the actors. I think that's your best bet.



PS:you are quite right about Amelie...specifically, they often filled the ambience with green and yellow to bring out the very strong reds they used. You saw a lot of greens but the point was really the red.
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: vedsten on March 06, 2008, 07:57:42 pm
Thanks for the crit conciet :y:

I think you accidentally took the length of the movies (movie A is 01:12 long and movie B 02:23), so i don't really know were you're getting at with the first line. I'm sensing it's requires a major overhaul though, and honestly, I'm not gonna redo the basics. Anyhow, I'd still like to know what you meant so if you're up for it, I'd like getting the intended times for the videos.

On the color thing - I've been playing around for the last hour to see if i could squeeze some more colors in. Obviously i can't afford to be picky with a NES Palette, but I'm not gonna throw in more colors for the sake of colors. Right now It kinda feels like a major trade off - as soon as I mix it up a bit, it looks... well more colorful, but it has a major toll. All sense of ambiance goes down the drain, so although the coloring might be more in tune with the movie, the overall atmosphere isn't. Thats the conclusion I've drawn so far anyhow. Any edits proving me wrong would be very welcome  ;D

If you want to pick up something from the light, make it the placing of lightsoruces, the way they build the atmosphere.
I'm not getting this  ???

As for the art direction you're unfortunately right. Instead of just throwing together a random harbor scene i should've focused on specific elements and builded the scene around those. I'll go add some more wierd contraptions now. I'll prob. take the low road though, just adding some bigger tubes'n shit to the right most house as I'm not too happy with it anyway.

I'm sorry if I seem unwilling to change to much, but I spent a lot of time on this and I'm pretty fed up with it. I wanna get back to my generic zombie mockup :)
Thanks alot for the crit tho
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: Conzeit on March 06, 2008, 08:52:09 pm
ha, dont worry about it...I know how it is. I was C&Cing more for the sake of C&Cing, what I C&C usually suggests the person does a total overhaul of things so I'm used to people not putting much of what I C&C into what they do  :blind: Doesnt matter, I try to say things that will be good for more than the specific case I'm C&Cing for.

http://www.youtube.com/watch?v=Of-j5pPt_Bc I meant 00:43
And I just found at 0:15 there's the shot of the other vid.

http://www.youtube.com/watch?v=u9k9PDg4ja8&feature=related
I meant
The shot in the other vid is clearer here at 1:37 :p
But 0:58 to 1:02 is good too if you think about it :p

I dont think you need to redo the whole thing, just put a couple of big old tubes sticking outta nowhere for no reason with some big bolts or something...put weird stuff in there. http://www.youtube.com/watch?v=u9k9PDg4ja8&feature=related put some of the weirdness of the huts in 01:42 into what you've got
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: vedsten on March 06, 2008, 10:49:43 pm
Mmm, those videos make me wanna watch it again.

Particularly like this one, and, I now get were you where going on the persp. thing
http://www.youtube.com/watch?v=Of-j5pPt_Bc I meant 00:43

Anyhow, mixed it up a bit.

(http://www.inventiveminds.dk/vedsten/wips/cinematende_la_cite_des_enfants_perdus.png) / (http://www.inventiveminds.dk/vedsten/wips/cinematende_la_cite_des_enfants_perdus_2.png)
OLD/NEW

Pretty much just added a few design elements where i saw fit. Also, small edits on sprites.

More input is welcome, but I'll probably leave it at this

Edit: ohh yea forgot to tell  that i dropped additional BG palettes due to aforementioned issues. Didn't touch the hair color either since I'd have to rearrange all the sprite palettes
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: ptoing on March 07, 2008, 01:02:21 am
That looks very nice vedsten. I made a few edits, pretty rough stuff, introducing one new bg palette which just has one colour replaced.

(http://www.ptoing.net/edit/lostchildren.png)

The idea is basically to put the eye on where you can walk and such, make the area a bit easier to read instead of just blue. This is not CGA, you can have a few more than 4 colours for your background and in most cases you should as it would increas readability quite a bit in this case I think.
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: vedsten on March 07, 2008, 01:19:16 am
Mmm yea, i see were you are going, I'll def. give this a go tomorrow
I'm assuming that you haven't boosted the saturation on purpose. Looks like it's been defiled by the "save for web and devices" in PS  ;) (with my settings this is what happens anyway)
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: ptoing on March 07, 2008, 01:20:56 am
I switched the palette back to the one from Adam :P
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: vedsten on March 07, 2008, 01:29:22 am
Shit  :yell:

So.. my settings in PS defiles pictures both on import and export.... i need to read up on color profiles  :mean:

Ohh well, will fix tommorow
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: xenobond on March 07, 2008, 04:25:04 am
Always meant to see that movie. My wife worked at a video store for a long time, and I'd always think about watching it when I'd see it on the shelf. Just watched it today over netflix... waw. Really cool visuals in that movie.

I was trying to find more information on those fade regions. Because you could have it so that the entire screen was darker/greener/browner, but I couldn't find any examples of what it'd look like, or what games used it to check em out.

Maybe throw some green into the waterways there. Most of the reds on the nes are pretty intense, maybe substituting some of that brown in some areas can help? Some thoughts, anyway.

Gotta get back to my scene, now. >_<
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: vedsten on March 07, 2008, 07:45:13 pm
Fixed the colors back to actual NES palette and incorporated Ptoing's 2. pallette. A lot of small edits too, mostly included the 3. color where i saw fit, and moved some stuff around to comply with the 1 palette pr. 2x2 tiles. Also, did a quick color edit to see if i could close in on the feel of the movie

(http://www.inventiveminds.dk/vedsten/wips/cinematende_la_cite_des_enfants_perdus_2.png)/ (http://www.inventiveminds.dk/vedsten/wips/cinematende_la_cite_des_enfants_perdus_3.png)/

OLD/NEW

@ xenobond: thanks for the crit. I used alot of time on water tiles when i initially began this, but couldn't do anything I was remotely happy with w. this palette, and as I'm pretty happy with the black water anyway, I'm gonna leave the water as it is. Looking forward to your scene, this thread lacks entries  ;D

edit: removed the color edit
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: ndchristie on March 07, 2008, 08:09:02 pm
think about your temperature interplays.  it's a good thing of the blue and gray that it separates into cool platforms and "warm" (neutral) background.  this goes out the window when you have the brown and green throughout.
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: vedsten on March 07, 2008, 08:31:00 pm
Agree. It's just s quick edit of the blue vers. (that I consider the final one). Shouldn't have posted it without putting some effort into making it work. I'll remove it.
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: AdamAtomic on March 07, 2008, 08:50:20 pm
The overall mood of the green one was I thought much more indicative of the film, regardless of priority issues.  However, I'd also like to point out that the silhouette of the fortress is works WAY better in your first pic and ptoing's edit than in your updated pic.
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: ptoing on March 08, 2008, 12:06:14 am
You have some faulty tiles.
(http://ptoing.net/edit/faultytiles.png)

The colours are still not the ones Adam is using btw :D
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: ProgZmax on March 09, 2008, 07:13:48 am
Big Trouble in Little China, excellent!  I'd love to enter this comp but I'm already caught in up in making a game in a month ;|
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: xenobond on March 09, 2008, 08:58:29 pm
Dang! Just thought of a good one. If someone is having trouble thinking of one to try, think about this one: The Rock!
Put all those greens to good use on those vx nerve agent orbs. ^_^
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: Schu on March 10, 2008, 03:29:20 am
(http://www.eyegore-net.com/eyegore/art/dot/fuzzNES_Somerfield.gif)
Layering sprites, but I really wasn't paying any attention. Just having some fun! If I have time, I have more ideas to mockup :D

(http://www.eyegore-net.com/eyegore/art/dot/fuzzNES_carchase.gif)
Starting another one. What's a NES license-platformer without the vehicle level!
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: Sohashu on March 10, 2008, 06:24:06 am
(http://www.eyegore-net.com/eyegore/art/dot/fuzzNES_Somerfield.gif)
Layering sprites, but I really wasn't paying any attention. Just having some fun! If I have time, I have more ideas to mockup :D
Win. Seriously.

Anyway, I think the top of the background bulges out to where they are, and the shelf to the far right looks jaunty to me, as if it leans in to the same row as the first shelves.
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: AdamAtomic on March 10, 2008, 06:11:51 pm
that is pretty F'ing badass :D  I agree that the background is the weakest part, somewhere i htink the background needs some darker values to anchor it in the same world as the characters.  would be nice to see shadows under the all the characters, maybe make a 2-frame .gif where they flicker?

Great stuff!
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: snake on March 11, 2008, 06:23:38 pm
Been a little busy with finding new jobs, but I had to try this thing.

(http://img.photobucket.com/albums/v56/SnakemanEXE/CloverfieldNES.png)

So I watched Cloverfield recently and thought this might be an interesting consept for a game. Since the NES can't do first person very well, I had to fit it into something it *could* do. Basically you follow the plot of the movie and controll the group as you're out to save mr. hero's girlfriend. You navigate the streets freely and try to find your way there. The cameraman (forgot his name) is recording the event. Thugs try to steal his camera and the batteries need refilling every now and then. If it shuts off or is broken, the screen goes black and you have to start at your last recording. Loot stores to get supplies and save people in danger. During certain points, you'll need to use the camera guy's nightvision, but that uses more battery power, so you have to stack up. Might be something I could use later, I don't know.

The limitations were a bit dodgy, so I'm not sure I hit it perfectly. I'm using 3, 4 colour background-palettes on 64 tiles and all 4 sprite palettes and several tile sprites (one palette per sprite.) Using 17x17 pixel tiles on the background since it fits the screen perfectly (that's the size I got off the batman tiles at least.)

Nice smilies by the way  :hehe:
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: Indigo on March 11, 2008, 06:34:52 pm
I haven't seen you around in a while snake, welcome back - and what a great piece to come back with :)  Absolutely amazing
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: Atnas on March 11, 2008, 07:33:16 pm
That's awesome, Snake. The only spot I have a problem with is the road in the background. It looks a little out of perspective to me. That could just be my poor skills with perspective, though.  :-[
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: ptoing on March 11, 2008, 08:55:51 pm
Looks very nice snake.

17x17 tiles? They look like 16x16 to me which they are and you used that size too. The background seems fine as far as restrictions go, tho I think spritewise this would be flickerhell. Sprites are 8x8 pixels and only have 3 visible colours, and you can only have 8 sprites per scanline at once or you get dropouts as well, so even in your statbar you would have too many sprites :D.
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: Conzeit on March 11, 2008, 11:39:03 pm
Atnas: it is not ignorance that gives you this impression Atnas.

basically it's because this has an horizon which consists of of perspective lines converging in a point, and Snake's mockup obviously doesnt have converging lines, since it is tiled. In the case of snake's mockup this is even more evident because his paralel lines are so close to the horizon and are so vertical, making it quite obvious that they cannot converge at a point so close by.

Snake, what a great idea for a game....what is it a Save-em up :p ? a platformer of sorts? survival horror? IDK but it sounds great.
I can imagine the rush of getting to the next shop to get some batteries while saving all the people in need inbetween, but if all you have to overcome is climbing up and down a broken piece of cement I cant imagine it being much fun.....would you use only traps like crumbling floor or falling rocks? or would the hero have some kind of opposition?

Eitherway, it sounds nifty. You should grab a gamemaker and make it.

Ptoing: what in Snake's statbar would require that many sprites? Color-wise I can only count up to 4-5 necesary sprites in a scanline, So I'm guessing that each 8x8 tile would be counted as a sprite...therefore it I guess it must be a matter of how big his sprites are. Is that the case?
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: Sherman Gill on March 12, 2008, 01:02:07 am
Haha, Conceit, you need to see the movie. ;)
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: Conzeit on March 12, 2008, 01:14:12 am
hahahaha....yeah I bet I do    :crazy::blind:
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: ptoing on March 12, 2008, 01:45:00 am
Ptoing: what in Snake's statbar would require that many sprites? Color-wise I can only count up to 4-5 necesary sprites in a scanline, So I'm guessing that each 8x8 tile would be counted as a sprite...therefore it I guess it must be a matter of how big his sprites are. Is that the case?

Sprites on the NES are either 8x8 or 8x16. And this means ALL of them, you can not mix those sizes. Either all are 8x8 or all are 8x16. And you can only have 8 per scanline. Also they are always 8x8 or 8x16 even if you only draw a 4x4 pixel bullet in them. I would at least guess that is the case as it is on the C64. And sprites have a fixed allocated size.

Also, look at how many NES games have a sprite hud. Not a whole lot. That enegry thing in megaman is sprites, but it is very thin and also in an area where you don't really would intersect so it does not matter that much, and all the megaman games are flickerfests anyway :D
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: snake on March 12, 2008, 02:11:48 am
@Ptoing:

Ah, you're right. Paint has this fault where the rectangle tool shows one extra pixel on the measurements. Just forgot to recheck that. Looks like I missread Adam's description too. It said 4 sprite palettes, not colours. I should have assumed one would be transparancy anyway. (that's dyslexia for you...) Could of course redo the sprites in a way that would fit restrictions if that is required (measured the main guy to consist of 20 sprites), but I'd have to rethink it a little for that to work. The size is the biggest issue. I can't shrink them all that much.

@Conceit:

I reckon an exploring game with a partially linnear progression. Sort of like River City Ransom. I'm feeling compelled to make something of this, but I'd have to create my own universe for that. Can't go making games about copyrighted material. Would allow me to play around with the idea a lot more too. I've got a few projects I'm doing now, so I'll just be thinking about it for now.

@Indigo:

Heh, didn't think anyone noticed. I do browse here every now and then, but I couldn't do any crits lately. Guess that's just how it is sometimes.
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: L___E___T on March 15, 2008, 10:34:42 am
Please PLEASE can we have a one day extension??

I'm nearly finished but I'm away this weekend and can't get access to post anything until Sunday evening GMT!
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: tocky on March 15, 2008, 10:48:34 am
L_E_T, the mockup frenzies arent competitions; they're just an excuse to make awesome stuff. If you get in a day late it doesn't really mean anything, I don't think. Just post it when you can.
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: AdamAtomic on March 15, 2008, 08:26:39 pm
Precisely!  The new one probably won't start for a day or two anyways!
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: Feron on March 15, 2008, 11:54:43 pm
omg only 8 participations...

i wish i could find the time between school and work and stuff to make one.  this is one of the better MFs why hasn't more people created NES goodness!!
 
:'(


EDIT:  sorry i only counted the ones on page 2  :-X
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: infinity+1 on March 16, 2008, 06:22:24 am
whoa, only three? more like...three and a half....i worked on it... to the point of having a shitty screen.
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: QuickSilva on March 16, 2008, 08:12:31 am
I would have really liked to have done something for this one too, the NES was a fave of mine and I had plenty of great ideas. Still, time was not on my side this time :(

May post something after the deadline but it never feels quite the same.

Jason.
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: L___E___T on March 16, 2008, 11:08:10 am
I can submit soon, I basically overestimated the work and had alot on professionally too.  Shame - I know it's not a contest but I wanted my first pixel art to be at least decent and finished.   Oh well I'll post it up soon.
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: Kren on March 31, 2008, 01:44:22 am
I want to gvie this a try but I don't understand all the restrictions.. so just wondering when will the new challenge be ? the deadline was march 15..
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: Lackey on April 02, 2008, 05:54:43 pm
I did an entry for this and completely forgot to post it within the deadline  :'(

(http://www.individual.utoronto.ca/lackey/pixel/NES_excavation.png)

Well I was going to do some more work on it, anyway.
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: Lazycow on April 05, 2008, 10:46:35 am
I did an entry for this and completely forgot to post it within the deadline  :'(
But which movie? 2001 on the moon? I wonder what you have to do in a video game that is like 2001... just walking around?  ???
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: L___E___T on April 05, 2008, 04:36:16 pm
I loved that scene in 2001!

Personally i really like this idea - NES games don't have to be platformers and I think you could make some sort of point n click or adventure style game with alot of originality, based on the events of the film.
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: Corsair on April 10, 2008, 01:18:18 am
It seems like every movie that i'd want to do already has a game made on it's namesake.

But i'm at the point now where i don't even give a damn, so i'm going to do the running man, simply because i want to do an NES version of that Dynamo character, megaman style.
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: L___E___T on April 14, 2008, 12:16:23 pm
Well,   After a month past the deadline I finally got around to finishing this off.  Reasonably pleased as it's my first pixel art but there's still plenty of things I wish I could've done.

          (http://i261.photobucket.com/albums/ii47/L___E___T/FINISHEDMOCKUPTRIPTYCHLEFT.gif)     (http://i261.photobucket.com/albums/ii47/L___E___T/FINISHEDMOCKUPTRIPTYCHMIDDLE.gif)     (http://i261.photobucket.com/albums/ii47/L___E___T/FINISHEDMOCKUPTRIPTYCHRIGHT.gif)

I should point out that I didn't adhere to every machine rule - all sprites have no more than 3 colours plus alpha, (per 8x8) same with bg tiles  -  but little things like the 2x2 tile rule and amount of pallettes I didn't worry too much about.
Obviously I used references and traced that Tygra face.   For the logo and the face there's more than 3 colours, but under an assumption that there would be bg tiles with sprites overlaid. 

I may be tempted to make sure I can justify everything to machine rule but I've already played with this enough so for now I'll just post it up for crit etc.
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: skw on April 18, 2008, 09:34:27 am
ah, screw the deadline, the topic ain’t that dead. . . so, just for kicks! :)

trying that was a must! BAM!

(http://jspade.republika.pl/mf7_butchph7.png)

pretty easy to guess, no?

Deluxe Paint font and a jolt of caffeine/nicotine used.

I didn’t give a damn for the limitations. . . there are 4 different bg palettes tho, made of 13/16 available colors, plus regular 8x8 square tiles/sprites. character palettes, however, consist of 5 (instead of 4) colors, including the transparent black. I’ve made a few alternate low-palette models, but these were my favorite. the next thing I kind of omitted (i.e. stopped controlling at some point) is the 16x16 block rule. . . oh, well, it could be right, but I didn’t feel like checking and screwing with it. counters/menus stuff wouldn’t run as well (1 mark equals 1 sprite and the goddamn ‘8 sprites per scanline’ thing), or if even, it’d prolly cause that terrible flickering effect. . .

c&c warmly welcome! pz!
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: ptoing on April 18, 2008, 11:59:50 am
Fancy stuff Skurvy, tho that car... it... it hurts my eyes. The perspective does not match at all.
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: skw on April 18, 2008, 01:27:58 pm
fanx and yeah, now I see. . . but there has to be Civic in this, so let it be as it is. :)
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: vedsten on April 18, 2008, 01:47:07 pm
@ skurwy no real crits besides the perspective thing. I like the fact that tho the shading is very stylized it still seems to work well as a "game".. uh dunno if that made any sense. In any case, I like it very much :y:

can't guess the film tho?
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: skw on April 18, 2008, 02:28:13 pm
fank you! what about the movie, I've packed the piece with some tips:


the main hero's name is Butch Coolidge then, that should ring a bell, go check Google if not,

hmm. . .

hmm. . .

YOU HAVEN'T SEEN *THAT* MOVIE YET!?!?!? watch it now, it's a real classic!

pz! :)
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: vedsten on April 18, 2008, 03:01:06 pm
Hæhæ. yea ok, I've seen it, been a while tho. Nice to you've put such effort into the clues, and a shame it's wasted on someone clueless like me :D

@ L_E_T: I like the title and introscreens, got a real authentic NES look. There are some weird inner lining going on in tygra's face, for instance on the jaw. I suggest you get rid of it, and instead choose colors with higher contrast. In the ingame mockup, you need to pay more attention to the proportions of your sprite. Currently, he looks like a child on steroids.
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: skw on April 18, 2008, 03:41:55 pm
Quote from: vedsten
Nice to you've put such effort into the clues, and a shame it's wasted on someone clueless like me :D
no worries, no harm done! :)
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: AlienQuark on April 18, 2008, 03:49:13 pm
PULP FICTION!!!
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: AdamAtomic on April 18, 2008, 05:41:04 pm
sweet :D  ditto the civic perspective problems!!
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: Helm on April 18, 2008, 11:39:38 pm
Everything perfect but the car needing a depth axis!
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: ptoing on April 18, 2008, 11:46:22 pm
Also, who would park a car on the sidewalk like that? Crazy Americans!
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: Larwick on April 19, 2008, 12:26:26 am
Argh, for some reason i really like the fact the car is like a cardboard cutout. I guess it would be good to see it in a more realistic placement and perspective though. I really love that mockup though Skurwy, the colours are awesome.
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: skw on April 19, 2008, 11:57:11 am
hehe, actually, the abandoned Honda should be crashed. also, we should have a bleeding woman lying somewhere around. there are more 'shoulds' like that, compare: http://youtube.com/watch?v=vV4IBRic5_E (http://youtube.com/watch?v=vV4IBRic5_E) (rated R).

I think I might play with the perspective some more, thanks! :*
grr, no, no nerves to do that, I call it complete. . . but BIG THANKS anyway! ;*

http://www.pixeljoint.com/pixelart/31787.htm (http://www.pixeljoint.com/pixelart/31787.htm)

:]
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: skw on April 25, 2008, 04:00:00 am
(http://jspade.republika.pl/fm_zample.png)

:)
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: Teknogames on April 30, 2008, 01:43:32 am
Lets see who can get this one
(http://img208.imageshack.us/img208/8085/biglebowskinesxs7.gif)
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: skw on April 30, 2008, 07:21:46 am
haha, my only hope is that The Big Lebowski kills me before the Germans can cut my dick off! :P
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: Conzeit on May 01, 2008, 07:45:42 am
awesome. probably way off limits but far more in tune with the activity's spirit than all else that has been posted IMO
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: sharprm on May 01, 2008, 01:13:38 pm
Teknogames - great idea. Maybe change dude's hair (full outline or highlights different) because it looked like he had a little girl's pigtails for hair .
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: Teknogames on May 01, 2008, 11:29:31 pm
(http://img149.imageshack.us/img149/9533/biglebowskinesqn8.gif)

changed dudes hair and did color change for more NESness
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: madf on June 06, 2008, 12:56:28 pm
Ah!  :o

This seems to awsome, and yet I'm so very late for it.

I'm going to do one even though it's dead over the line.   :)
Title: Re: Mockup Frenzy #7: Cinematendo!
Post by: AdamAtomic on December 24, 2008, 09:34:00 pm
Collated and archived!  I couldn't find The B.O.B.'s Children of Men entry, so if you want that to be part of the PERMANENT PIXEL RECORD then send it to me somehow :)  Happy holidays!