1
Pixel Art / Re: Atari 2600 RPG mockup
« on: March 13, 2012, 06:07:22 am »The six sprite kernel spends the start of each scanline preloading the sprite pixels, and the rest of the scanline outputting them in realtime, which normally takes up all of the useful cycles in the scanline. So the differing colors between the characters and digits, and the updates on the playfield here, are improbable. (The realtime sprite drawing means you can't get any cycles from doubling the lines on the sprites either.) If you look at existing games that use this kernel, it's usually given it's own empty row as a score, or in more recent games a single color per line title graphic.
Camp screen. Heart = HP, S = Strength, I = Intelligence, D = Dexterity. Made the stat scale so that only one digit would need to be kept track of for each stat.
That said this looks really good. You might try rearranging things or using flickering to fix it for the hardware.