Pixelation

Critique => Pixel Art => Topic started by: KRGR on March 05, 2015, 06:47:10 pm

Title: NES mockup
Post by: KRGR on March 05, 2015, 06:47:10 pm
I'm trying to stick to the NES's limitations. Well, most of them anyway, I tacked on an extra bit of screen space to make this widescreen friendly. The background n' sprite outlines bother me. Was hoping you guys could help me out with some crits n' suggestions.
Thanks.

(https://dl.dropboxusercontent.com/u/57549172/tower%20fight%20WS.png)

Here it is with black outlines.
(https://dl.dropboxusercontent.com/u/57549172/tower%20fight%20WSb.png)
Title: Re: NES mockup
Post by: hawken on March 06, 2015, 10:32:54 am
For the most part it's looking good!

The only part that is throwing it off is the hud, usually these were dedicated parts of the screen, or very simple overlays (SMB2 only managed 4 hearts I think, and even they were spaced vertically)

With the NES it had some limitations on how many sprites could be drawn on the same horizontal line (scan line) of pixels, so it was generally avoided to use sprites and make the hud in tiles instead. The NES had two layers; tiles and sprites.

I really like the player sprites without blackoutlines, wouldn't change a thing!
Title: Re: NES mockup
Post by: Ai on March 06, 2015, 11:23:53 am
I agree with hawken. The colored outlines version looks good, the black outlines version feels like it's a bit confused about how realistic it wants to be.
The bat, though, looks better -with- the black outlines -- it's a bit too hard to read otherwise.
Title: Re: NES mockup
Post by: KRGR on March 06, 2015, 12:20:45 pm
Thanks for the help, guys. Aye, I prefer the coloured outlines too. That's one of the things that always stood out about the NES for me. That and loads of blacks.
using tiles for the HUD sounds like a plan! I'll give that a whack.