I really dont think these programs would do what SNK did back in the day.
if we're talking ROTD, or Samsho Tenka, or Neo Geo Battle Colliseum then I completly agree.
but the old SNK effects were all about well rendered sillouethes and not about particle effects at all. I enjoy the way this style synthetizes concepts like flames and water with just a few strokes and pallete entries, to me it expresses much more knowledge of these effects than any high end 3d rendering routine. That's really what it is about for me, expressing information with the fewest strokes and pallete entries.
I'm not saying it'd be hard to make this whitout alpha blending, I'm saying it'd make no sense, there are frames where it's use is so downright obvious doing it whitout alpha blending would be turning off alpha blending only to imitate it by hand. pointless. I know some people here would do things like that but I belive SNK as a company has more practical goals.
you all seem to forget that, in companies you dont get to work on every little detail until your heart is content,as soon as you get the effect your director wants expressed you're done.
I'm mostly interested in this because of the nearsighted vision helm is proposing with CA aesthetic, I dont think it's really that important to lay out every pallete entry on the picture by itself, it is only important to be conscient of how every stroke made represents an object's volume.
I've been thinking of this...aproximately since I joined pixelation. so it goes back quite a while. you guys remember when we all found out about Promotion? what was the first thing I did?
I brushed this in very quickly.heh. I hope helm remembers
the reason I havent used Promotion's tools is because they dont really work that tightly with the pallete, the way I belive it should be (and what I think SNK does) is that every stroke causes color cycling in the pallete in one direction or the other. it's really a very easy concept to implement, and it'd work perfectly to generate mutliply/screen oriented tools fitted for pixel art.
not only that, but tattos, and other recoloring based details would also be a breeze.
I've always thought a companies like capcom and SNK were not doing things like selout by laying out each shade by hand, I think nobody remembers now but when BluMunkee and St0ven made their theory thread about selout, what I contributed to the topic was that the outline basically followed the same lightness shifts as lighting on the sprite did. another instance in which I implied my thinking on this.
or any time any one in here seriously proposed creating a pixelart program, I suggested this feature, I think nobody ever really understood what I mean, but I did always mention it.
I think if this were implemented correctly it would become relevant not only to pixelart, but to CGing in general, it'd provide much greater control than Photoshop ever did whitout taking out any drawing power.