AuthorTopic: Commercial Critique Challenge - Tilevania: pixel's quest  (Read 77782 times)

Offline Probo

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Re: Commercial Critique Challenge - Tilevania: pixel's quest

Reply #60 on: April 26, 2016, 08:50:16 pm
that's really interesting, thanks. I love the idea of programming nes games but its way over my head! Maybe ill make a nes-faithful game in game maker one day :P

I need to make some more castle tiles for my game at some point, i got some ideas doing this!

Offline TOMOYA

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Re: Commercial Critique Challenge - Tilevania: pixel's quest

Reply #61 on: April 27, 2016, 01:28:54 am
Great info there, Kasumi. Since I discovered this thread I was wondering about the posibility of getting these mockups into the real game, and how difficult it would be. It would make a great long-term project for the forum if we managed to get a lot of people interested on it.

I love the idea of programming nes games but its way over my head!
Totally agree with this. I also have an unfinished Castlevania engine that I started some years ago, after realizing how much time, work and how many headaches would take me to put all my ideas on an actual NES hack.

Offline SeanNoonan

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Re: Commercial Critique Challenge - Tilevania: pixel's quest

Reply #62 on: May 02, 2016, 09:43:59 pm
I don't think I'm ready to contribute just yet, but man, I'm seriously impressed with this stuff.

It would be great to see a remake like this :)

Offline 7Soul

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Re: Commercial Critique Challenge - Tilevania: pixel's quest

Reply #63 on: May 17, 2016, 09:46:59 pm
>

Tiles and palette:


Edit: another one
>
(also nice in blue and orange)

Tiles and palette:


Edit2: Can't stop won't stop
>

Tiles and palette:
« Last Edit: May 18, 2016, 08:07:09 pm by 7Soul »

Offline Marscaleb

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Re: Commercial Critique Challenge - Tilevania: pixel's quest

Reply #64 on: May 21, 2016, 04:39:13 am
Hello, I was poking around on the internet and came across this thread.
I just wanted to take a moment to express how pleased and even amazed I am to see a lot of these images.

I am currently building a Castlevania-inspired game within the exact NES limitations, and if I had the money for it, I would be offering to hire a lot of you folks.  This art is great!

I just want to say, some of my favorites:

By Phoenix849:

This gives me a lot of inspiration for some of the designs I'm making in my game.  I love how rustic and rich the castle looks!  Although I do think it ought to have a few more tiles at the top so that it looks like it goes past the top of the screen.


This is really great!  I love how dark it appears, but you still have given plenty of definition to the tiles the player can collide with.  The hanging greenery adds a nice touch.  I love how the second platform has a slightly different pattern than the first, giving that much more personality.

By wolfenoctis:

It overall looks a *little* more cartoony than the Castlevania series ought to, but the colors are fantastic!  I love how that whole wall looks so grey but gets those blue highlights!

By TOMOYA:

This sepia look is visually stunning!  The only real problem with it is, how do you follow that up?  I just don't see how you could keep the rest of the game follow that theme without going overboard on the sepia tones, which would ultimately dry out and look bland.  But as a stand-alone piece of art, it is simply incredible.

By 7Soul:

This one honestly stunned me.  That sunset just popped right out and looked amazing!  And the colors for the rest of the scene contrast so well with it, too.  The green block look a bit off, though.  I think it is great how they are clearly different from the rest of the scene so that the player doesn't have to guess about what is ground and what is not, but you might consider experimenting with a different shade or two.  Possibly a deeper green, possibly a less-yellow highlight.  Also the bulbous shape doesn't really suit the setting, (It should be hewn stone, not natural rock,) and adding in a variant of the tile every few blocks would really sell it.  But the whole rest of that scene is fantastic!


I love everything about this one!  I love that grey part of the background, I love the look of the blocks, I love how some of the blocks have a colored top on them, I love the broken stones and the broken pillar, and I really love how those stairs stand out more than they did in the original!

Great job, people!  I'm impressed!
« Last Edit: May 21, 2016, 04:43:21 am by Marscaleb »

Offline TOMOYA

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Re: Commercial Critique Challenge - Tilevania: pixel's quest

Reply #65 on: May 22, 2016, 08:44:17 am
Wow! We keep getting amazing art on this challenge!

Marscaleb: I'm glad you liked my mockup, and you have a really good point on your review of it. The dark and sepia choice of colors can really get dull and boring after a while, and I didn't think about it too much when making this mockup, so I don't have a long term plan for the rest of the game. But right now I'm having some small ideas for little bits of color variation without breaking the previous tone too much. I think I could play a little with different light sources, providing different colored lights, or even some bright colored enemies. As soon as I get some free time I'll try making a mockup of another part of the game to see how those ideas could turn out.

Hope to see something of your game soon! I love Castlevania, and I love games that follow older systems' limitations, so I'm already really interested in your project!
« Last Edit: May 22, 2016, 09:08:47 am by TOMOYA »

Offline zodiac

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Re: Commercial Critique Challenge - Tilevania: pixel's quest

Reply #66 on: June 23, 2016, 02:08:37 am
Saw this and couldn't resist giving it a try, here's the famous "enemy hall" before the grim reaper. Looking for some thoughts and critiques though, I tried a purple curtain version to free up the HUD palette, but I think the red curtains are an iconic callback to the original. As a cool twist, the glowing eyes on the 'Bona Lisa' would kick in as you approach, using an 8x8 sprite to animate.

> >


« Last Edit: June 23, 2016, 02:18:55 am by zodiac »

Offline CandyFace

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Re: Commercial Critique Challenge - Tilevania: pixel's quest

Reply #67 on: July 29, 2016, 08:30:49 pm
This is such an awesome idea! and you all have made some pretty amazing looking mockups so far. Here's my attempt. I've tried to keep it close to the original, but colorwise gone nuts with a more purple look except for the foreground, which was painting yellow/brown as if the bricks were being highlighted by the light of the moon. I also tried to get a more ruined look, as well as more foliage in the background.

« Last Edit: July 29, 2016, 08:44:52 pm by CandyFace »

Offline BatElite

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Re: Commercial Critique Challenge - Tilevania: pixel's quest

Reply #68 on: August 12, 2016, 04:06:43 pm
Hello again
I based my thing of the stage 2 boss room:



---



This more or less started with an idea for a palette cycling animation. I hadn't taken the 16*16 areas rule fully into account, so I discovered halfway through assembling the animation that I didn't align the windows right and that they wouldn't work in this setup at uniform length anyway. Not without having to remove the window frames.



This requires three out of four palettes, so the rest of the room had to be monochrome. I got a bit lazy with the foreground. The doors look rather poor to me now as well.

I haven't made a animation going from the static version to the cycling, although I have one planned. The head wouldn't be around anymore during the animation in-game.
Before I fix anything or work on the forground though, I'd like to know if the cycling and colour choice looks good. Other comments are welcome as well.

These are the current tiles, by the way:



-------UPDATE-------



This version should obey restrictions. Also messed with some tiles. I guess the doors are pillars now.



...and animated.



Current tile use.
« Last Edit: September 02, 2016, 02:08:22 pm by BatElite »
Quote from: Cure
Well you tried your best.

Offline DerZocker

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Re: Commercial Critique Challenge - Tilevania: pixel's quest

Reply #69 on: February 28, 2017, 01:23:38 am
kinda late to the party, but I gave it a shot

the first is based on this area http://share.cherrytree.at/showfile-27513/mainhall.png
and the second is more or less freestyle. I hope I didn't screwed up the 16x16 color areas too hard.
It's really incredible what can be done already with so few tiles.