Pixelation
Critique => Pixel Art => Topic started by: DarkFalzX on May 13, 2008, 09:08:21 pm
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Hey there.
I've been replaying Cave Story for the umpteenth time this week, and stopped to wonder - could've it been down-ported to some old console, computer or a handheld...
My first thought - ZX Spectrum: )
(http://i247.photobucket.com/albums/gg158/darkfalzx/CavestoryZX1.png)
Anybody wants to make a mockup for, say, NES, or EGA PC?
(I know, this is a somewhat silly topic, but this might be fun)
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Quicksilva beat you to the punch :) Done for the GBA Demakes Mockup Frenzy:
(http://www.wayofthepixel.net/pixelation/upload/mockup_frenzy/03/CaveStoryGameBoyEdit.png)
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The spectrum mockup is supersuper sexy. Are the original graphics the right size for the spectrum, or did you resize them? They fit really well.
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tocky: Most graphics are the same size as the original, except for the portrait, which was reduced to 32x32 from 48x48. Now I wish someone actually codded it: )
AdamAtomic: Yeah - I've seen the GB mockup before, and actually participated in a heated "can it be done" discussion (short answer - "yes", long answer - "Yes, but it will have to be really watered down") I'm just saying I wanna see more of these: )
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Cool! I also agree that the spectrum version turned out pretty good :) that was a really crazy system...maybe work a fourth color into the background tiles there?
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Looks nice. Technical nitpick, the way it is atm you could not have smooth scrolling without heavy colour fuckups. For that to work you would need 1 character of just black between a horizontal colourchange in a tile. And vertical as well if you want vertical scrolling.
R-Type on the speccy did thi (hori).
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Yeah - the game would need to scroll in 8x8 intervals.. unless some crazy engine, like one in Soldier of Fortune http://www.worldofspectrum.org/infoseekid.cgi?id=0004631 (http://www.worldofspectrum.org/infoseekid.cgi?id=0004631) (no relationship to the Bitmap Brothers game of the same name) is used. Come to think of it - SoF had some of the most CaveStory-friendly engines on Spectrum. There will be color-clash, but it might be worth it for smoother scrolling. 8x8 might allow for parallax though (like in Spectrum TMNT).
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http://www.mobygames.com/game/zx-spectrum/r-type/screenshots (http://www.mobygames.com/game/zx-spectrum/r-type/screenshots)
I think R-type did smooth scroll. You just have to colour the tiles cleverly so that they do not clash.
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dude! I didnt realize it was you. Camus here...remember me? like...the friend of Drewkovsky and whatnot...great seeing you around...you should post some of your original stuff!
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This seemed pretty fun, so i gave it a try. Here's how it could have looked like on the Master System. About halway through i relised that I probably should have picked a less powerful console, since the results doesn't difer that much from the original (aside from way too bright colors and smaller resolution)
(http://i6.photobucket.com/albums/y234/bgren/Cave_story_sms_by_BG1.gif)
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(http://cow.lastchancemedia.com/ti83story.png)
ti83. sorry for lack of an action shot. :ouch:
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This seemed pretty fun, so i gave it a try. Here's how it could have looked like on the Master System. About halway through i relised that I probably should have picked a less powerful console, since the results doesn't difer that much from the original (aside from way too bright colors and smaller resolution)
Yeah at this point it's just a recolor and a crop. I don't see how that would be fun?
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This seemed pretty fun, so i gave it a try. Here's how it could have looked like on the Master System. About halway through i relised that I probably should have picked a less powerful console, since the results doesn't difer that much from the original (aside from way too bright colors and smaller resolution)
Well, iirc, Pixel was basing on the NES for the GFX specs of his game, so that's not very surprising to see the Master System coming "too close" for a demake :P
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Oooh! A SMS screen! Cave Story on SMS would've been fun to see (especially with a maximum sprite limit of 64 8x16 sprites on screen). Anyone for a C64 or Atari 8-bit mockup?: )
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Atari 8-bit mockup?: )
Like so? I'm not sure of the restrictions on backgrounds for the Atari -- the Wikipedia article is immensely vague -- but here're some hackish sprites.
(http://img100.imageshack.us/img100/3337/dmatarina2.png)
Balrog's two sprites wide, of course. HUZZAH!
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(http://individual.utoronto.ca/lackey/pixel/cavestory_neogeocolor.png)
Made to Neo Geo Pocket Color specifications as far as I can tell:
* Resolution: 160x152
* Colors: 16 palettes per plane, 48 palettes. 146 colors on screen out of 4096.
* Sprites: 64 sprites per frame, 4 colors per sprite.
* Scrolling: 2 scrolling planes, 8x8 character tiles, 4 colors each.
And my reference:
(http://individual.utoronto.ca/lackey/pixel/cavestory_neogeocolor_ref.png)
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Found a link to this thread on the Cave Story Livejournal Community page. I knew I simply had to give it a try!
(http://image.bayimg.com/jajhfaabo.jpg)
Here are the specifications for my old Mac Classic. I spent many hours in front of it as a kid creating black and white adventure games using the multimedia tool HyperCard.
CPU: Motorola 68000 at 8 MHz
Hard-drive: 40 MB
Memory: 2 MB
Screen: 9 inch, 512 x 342, black and white
Sound: 8-bit, 22 KHz
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for 1bit you're totally better off without any far background texture.
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This is really fun to think about. Cave Story with the limitations of Virtual Boy would be awesome because although you'd be loosing color you'd add 3D layers.
This would be fun when applied to alot of other games too.