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Pixel Art / [WIP]NES-themed hidden minigame
« on: June 29, 2014, 01:50:42 am »
So, like most people here, I am trying to imitate a game produced for an NES. I honestly am struggling with it since I understand bits and pieces of the limitations devs were under, but I can't find a definite source stating which way is the correct way and how it's all handled. I planned on spending my day spriting tiles for a background in a shmup style game, but I was under the impression that each tile must be 8x8. How many 8x8 tiles should I make per BG? I know it slightly depends on what the BG must look like, but I've seen some pretty complex ones on here that I didn't thought fit within the rules of an NES game.
Forgive me if I am the 1000th person to ask this. I just have spent ours scouring for answers.
On top of that, here are the sprites I've made, limited to only 8x8, 8x16, and 16x8. I know that I could probably make bigger sprites, but I believe my partner wants to keep it at those maximums to fit within our aspect ratio.
This asset rotates with the addition of three other frames
Designed to resemble a bee/wasp
First and only enemy type so far.
Any advice would help, but I would REALLY appreciate the info regarding complex BG with NES limitations so I can hop to work.
Forgive me if I am the 1000th person to ask this. I just have spent ours scouring for answers.
On top of that, here are the sprites I've made, limited to only 8x8, 8x16, and 16x8. I know that I could probably make bigger sprites, but I believe my partner wants to keep it at those maximums to fit within our aspect ratio.
This asset rotates with the addition of three other frames
Designed to resemble a bee/wasp
First and only enemy type so far.
Any advice would help, but I would REALLY appreciate the info regarding complex BG with NES limitations so I can hop to work.