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Commercial Critique Challenge - Tilevania: pixel's quest

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Phoenix849:
Thanks, Gil.

Okay, here's my second take. Afterwards I might take this palette and use it for castle hallway as well. Plenty of colors left unused yet. I'm happy with it so far. Can't decide on version with space in between trees or without. Obviously, WIP.



Haven't felt this inspired for a long time. Would be cool to make a whole series of those.

UPDATE: Had an idea to reuse castle tiles for fish dungeon. Still have to merge all tilesets in one and decide on 4th tile palette. Not sure if I can fit in 120 tiles in total. Might need to cut something out afterwards. WIP, of course:



Mnots:
"I'm interested in this" - me

This topic seems really awesome. I'm gonna try and do a screen or two myself. :D

Ryumaru:
Phoenix849: Awesome stuff man! I like that you stayed conservative with your tiles but still vastly improved the look. The palette change in the first area especially gives off such a stronger mood. I bet you have a good many tiles left, perhaps try to think a bit outside of the box now!

Mnots: heheh, go for it!  :crazy:

Kasumi:
Castlevania's hardware setup would not allow you to switch tiles per scanline, that's more of a CHR ROM thing. (Because people can be pedantic, it can be done with CHR RAM, but not with the amount that Castlevania had.)

Using two separate palette to display a tile doesn't need extra tiles on NES, unless the tile would need to be "remapped". Like if you had a palette of black, brown, white. And a palette of green, dark green, light green.

If you wanted to display a tile using the green palette such that dark green was used where black was, you'd need two tiles. But if the second palette were dark green, green, light green (the same colors in a different order), you would not need a second tile to do that.

The forest and castle areas of the first level actually do use the same set of 128 tiles and palette. (Palette would be easy to change, though, they just just didn't.) I'm not saying don't use another set of tiles just because they didn't. Go for it. It's just information.

The HUD does not count towards your tiles. All reserved tiles are in one half,  so the 128 you get are the other half.

The HUD does affect your palette choices, though. In Castlevania, the HUD always uses the same palette in every level (At least, so far. I'm beating it again to check, and I'll update this post if it changes. Edit: Doesn't change during gameplay).

For your mockups, you can have a different palette for the HUD so long as it remains readable. Battletoads changes its HUD colors per level to get the most out of its palettes. Castlevania doesn't, but it could.

wolfenoctis:
Quick and dirty edit of Ryumaru's excellent piece, have no idea whether it would work:

Basically made the tiles in the foreground big to create a sense of depth and obviously changed the colors, based on the palette in Ruymaru's original post.

If I understand the color restriction correctly you have one color that can be used anywhere and four 3 color ramps where you can only utilize one ramp and the omni color in a given 16x16 area?

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