AuthorTopic: Dark Souls GBC Demake  (Read 118715 times)

Offline rikfuzz

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Re: Dark Souls GBC Demake

Reply #70 on: February 27, 2015, 09:54:39 am
Wow - Really really looks great! 

Usually (I think) neighbouring palettes share a colour, so the boundary is a bit hidden?  (I'm not sure, just guessing).  But I think having very apparent palette blocks here has given it a really interesting look somehow. 

I haven't played too many GBC games, so this may all be old news to everyone else, I dunno.  :)

Offline Helm

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Re: Dark Souls GBC Demake

Reply #71 on: February 27, 2015, 04:04:28 pm
The yellow bright shine blocks on the closeup of Oscar are great, yes. Why hide attribute clash?

I do think you'd need to make game elements smaller, though, if not the character sprite (16x16 sadly should be enough) certainly the bosses. The core gameplay of circling boss entities would best be de-made in a zeldaesque fashion (that's dark souls' inspiration anyway). So I would expect bosses made out of repeated tile elements with sprite arms that attack around them more than I'd expect a boss SPRITE that rotates fully and attacks around themselves. There's just not enough memory to do huge sprites on a gbc cart.

Offline Kazuya Mochu

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Re: Dark Souls GBC Demake

Reply #72 on: February 27, 2015, 04:33:49 pm
this is so good its making me uncomfortable. I feel self-conscious of my skills :D
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Offline ptoing

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Re: Dark Souls GBC Demake

Reply #73 on: February 27, 2015, 06:18:37 pm
Btw, there also is a 10 sprites per line limit. And also, even if a sprite is only partly filled the empty space still counts towards which lines the sprite occupies.
There are no ugly colours, only ugly combinations of colours.

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Re: Dark Souls GBC Demake

Reply #74 on: February 27, 2015, 11:07:41 pm
Nice border design on that "Here, take this." screen and I LOVE the tiled knight.. I've never played Dark Souls so I don't know what this is but visually I really like it.
I don't know much about GBC specs... so I will certainly be paying attention here.

Offline Ryumaru

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Re: Dark Souls GBC Demake

Reply #75 on: February 27, 2015, 11:20:03 pm
rikfuzz: Thanks! :D yep, it's definitely a more modern sensibility( or at least, not something that was done too often on gbc from what I can tell) which I like, and what makes this stuff fun with me: looking at old things through new lenses.
Helm: Definitely thought about you when I decided to be gutsy enough to try it!
I want it all, heheh. But you're right, some major downsizing and a different approach was in order. I analyzed our boy ganon to realize some things:
- A more top down perspective can " hide" the scale of the demon in a way where we can more easily assume he's big, rather than having to show it through verticality.
- Really utilizing the sprites to their fullest, going as close to the border as possible makes him feel cramped in his space.  This might be getting falsely meta, but even when he's put in the environment, it gives off the feeling that it's too small for him.
Do you have any opinion on the perspectives btw? Would be interested in hearing your take.

Kazuya Mochu: haha I don't know about all that, but thanks for the encouraging words!  :crazy:

ptoing: Yep, I had that in the back of my head. rationalizing some of it with the idea that the player would want to be as far away from the boss as possible in most cases. I think I remember that it ditches sprites when it exceeds the maximum; I wonder if that priority could be set in favor of anything in particular. If the weapon selection were to be sprites ( which I don't think I can afford it to be) it would be way too easy to go past that limit.

 Speaking of which, alongside a new asylum demon that I'm very happy with and doesn't break the (sprite) bank, I've been testing out new huds, none of which I think are overly succesful. Would be interested to see if anybody else has any ideas


I wonder how the horns would have to be handled, due to their position the worst cast scenario they would be considered 4 sprites, 2 at best.


Tested to see how Ganon would look in here inspired me to ditch the previous method.


Don't know if the staggered overhang of the items could be done without sprites


Cramps up a lot of the vertical space, which is already limited


A lot of games do this, notably metal gear solid. Works for them, seems to tactical for this.


an image from Mario Tennis that has me perplexed as to how this text box is done. Can't be windowed mode, as it would have to be anchored to a side. May be tiles if nothing else scrolls during the cutscene ( most probable) yet it only uses 3 colors which makes me think it could be sprites. Also wondering how the text was done as it doesn't seem to be tile based.

l l l l: Thanks! although I can't take much credit for the design, It's mostly just referenced from menus in the game itself! Biggest roadblock so far has been the 40 sprite limit, but the challenge is fun!

Offline hawken

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Re: Dark Souls GBC Demake

Reply #76 on: March 02, 2015, 02:11:00 am


an image from Mario Tennis that has me perplexed as to how this text box is done. Can't be windowed mode, as it would have to be anchored to a side. May be tiles if nothing else scrolls during the cutscene ( most probable) yet it only uses 3 colors which makes me think it could be sprites. Also wondering how the text was done as it doesn't seem to be tile based.

pretty certain this is done with tile changes.
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Offline DHyd

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Re: Dark Souls GBC Demake

Reply #77 on: March 09, 2015, 06:47:11 pm
When looking at the top down view, I noticed that the farthest back wall, didn't follow the perspective of the wall itself. Is this what you meant by Mixed Perspective?

Cheers,

Offline Vagrant

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Re: Dark Souls GBC Demake

Reply #78 on: March 10, 2015, 06:07:37 am


Mother of all gods.
Would you mind if I put this on my references? The colour play here plus it's execution among limitations is just... beautiful.

I don't have much critique though.  :-X

Offline Ryumaru

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Re: Dark Souls GBC Demake

Reply #79 on: March 11, 2015, 06:19:15 am
DHyd: Yep, there's a lot of weird stuff going on with that wall, where symbolism has trumped realism, leading to different areas of the room and wall having different perspectives.

Vagrant: Heh, I'd be flattered  :-* I would really need to dig into assigning the palettes and fixing some errors for it to really be GBC displayable, it's probably 90-95% there right now. But the limitations really do foster creativity; never would have done something like this if I didn't have a box to try and think outside of.