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Devlogs & Projects / Re: [Devlog]Cyber Shadow - NES style Ninja platformer
« on: May 17, 2016, 08:08:15 am »
Good to know about that flicker priority thing. Didn't even notice it before, but most projectiles in Contra flicker by default even when they'd be well within the limits. Also the flickering looks like it's happening at 60fps? I can do transparency effects with that. The only drawback is that it looks bad if you record it at 30fps. You can see in some let's plays sprites disappearing completely for a while when taking damage.
As for the other limitations, there are some bits where I have too many palettes, like currency and skill point drops that are always yellow or blue for convenience and I don't count those to the 4 sprite palette limit. Some games I can't believe how well they've designed around the limit. Like how bullets and drops in megaman are megablue or megafacecolor.
I've been sending a playable build for a few people at different milestones. So if you're interested in trying it out and giving some feedback, you can give some contact info and I'll send a build at the next milestone.
As for the other limitations, there are some bits where I have too many palettes, like currency and skill point drops that are always yellow or blue for convenience and I don't count those to the 4 sprite palette limit. Some games I can't believe how well they've designed around the limit. Like how bullets and drops in megaman are megablue or megafacecolor.
I've been sending a playable build for a few people at different milestones. So if you're interested in trying it out and giving some feedback, you can give some contact info and I'll send a build at the next milestone.