AuthorTopic: "Betelgeuse" TD shooter (NES restrictions)  (Read 20815 times)

Offline winged doom

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"Betelgeuse" TD shooter (NES restrictions)

on: September 15, 2013, 01:54:39 pm
"BETELGEUSE" is game I'm working on at this moment. The progress of development you can check on TIGsource and FB.

Also, I want to run this project on NES. And it would be really cool to release this on cartridges, I dream about it.
ITT I'll post all the graphics for NES version of game - for criticism and feedback.




Original post:



Bored from 5734L3R's/J2H development, so I'm drawing something completely different from time to time - to relax and distract.
I used a horrible and inconvenient palette from 5734L3R's NES mockup. For some unexplainable reasons I really like this palette and not going to change it :D I plan to follow NES canons (8x8 tiles\metasprites\3colors+bckgr black), but sometimes maybe will do extra works without color restrictions.

Totally inspired by "Robotz" from Atari ST and this great work by Heavy Stylus. You can blame that I make ripoff/demake and you'll be right.
 
:P
« Last Edit: May 12, 2014, 04:45:31 am by winged doom »

Offline mitchell547

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Re: "Atari ST Robotz"-like shooter, but with NES restrictions

Reply #1 on: September 19, 2013, 12:11:27 pm
Wow, nice! It's looks like J2H and Stealer at the same time, J2H's view(perspective) and Stealer's setting.
I want to see more mockups like this!

Offline rafal345

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Re: "Atari ST Robotz"-like shooter, but with NES restrictions

Reply #2 on: September 19, 2013, 08:32:58 pm
New game or just some sketches?

Offline ptoing

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Re: "Atari ST Robotz"-like shooter, but with NES restrictions

Reply #3 on: September 19, 2013, 10:52:28 pm
Why do the sprites and many bg tiles need to share 3 colours? Make those sprites pop a bit more.

Otherwise no complaints.

There are no ugly colours, only ugly combinations of colours.

Offline Decroded

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Re: "Atari ST Robotz"-like shooter, but with NES restrictions

Reply #4 on: September 20, 2013, 02:19:19 am
Cool flickering lights turning on when he opens the door in your signature animation.
You wanna add that into the thread?

Offline winged doom

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Re: "Atari ST Robotz"-like shooter, but with NES restrictions

Reply #5 on: September 20, 2013, 06:41:21 am
New game or just some sketches?

Just sketches and I have game prototype for animation/tiles testing. =)

Why do the sprites and many bg tiles need to share 3 colours? Make those sprites pop a bit more.

Otherwise no complaints.


Like that?

I still have two unused colors from nes palette and going to use them to draw out dudes from bg tiles. Also, since I use metasprites, it gives me another possibility to maneuver with contrast, have no idea how it works, but I'll try to use it.

You wanna add that into the thread?

Yes, when I'll expand it to a larger format.



Dude animations, wip:



Also, i have to make diagonal directions and death animation -___-

Offline ptoing

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Re: "Atari ST Robotz"-like shooter, but with NES restrictions

Reply #6 on: September 20, 2013, 07:12:24 am
What do you mean by metasprites? You mean layering a bunch of sprites together.

And no, I do not mean "like that" I mean giving the sprites more contrasting colours altogether, like yellow for example (might be extreme and NES has no nice yellows to begin with). But something that will shift them away from the background in both value and hue.

There are no ugly colours, only ugly combinations of colours.

Offline winged doom

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Re: "Atari ST Robotz"-like shooter, but with NES restrictions

Reply #7 on: September 20, 2013, 03:19:06 pm
What do you mean by metasprites? You mean layering a bunch of sprites together.

Yes, like in Mega Man.



UPD:





Still not readable, I know -__-
« Last Edit: September 23, 2013, 11:09:48 am by winged doom »

Offline JinnDEvil

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Re: "Atari ST Robotz"-like shooter, but with NES restrictions

Reply #8 on: September 23, 2013, 09:07:39 pm
I second ptoing. Some yellows would really make those sprites pop out!

Offline winged doom

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Re: "Atari ST Robotz"-like shooter, but with NES restrictions

Reply #9 on: September 24, 2013, 03:02:55 pm
I second ptoing. Some yellows would really make those sprites pop out!

Yes, you right guys, I must try it.


Update, added a pink color to palette (and still have one not yet chosen colors in reserve):



Main menu, used font from Synergy Megademo (Atari ST):



Haha, I just noticed that did wrong format. It should be 256x240, not 320x240. And it's temporary variant of font, I'll draw my own then change name of game.

First enemy, wip:



Animation walk to north and south is terrible, but in game it's a insensibly  :blind: