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Commercial Critique Challenge - Pokemon Red/Blue

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Crow:
Higher res back sprites would've been so great. My guess is that it wasn't possible due to storage limitations for the GB cartridges.

Seiseki:
Way to think outside the box, quite bold design yaomon!
I don't think there's any transparency in the text though, nor any of the gui elements?
And levels for the pokemon go above 100, or at least to 100, right?

Also, you have to sets of fonts, one smaller one larger.
I'm not sure if that would be a problem. In my edit the level consists of 2 8x8 tiles.

--------------------

Is there transparency for the pokemon/trainer sprites?
If so then yes, that 4th one with stripes and shadow seems like a nice idea.

The shadow should use the darker gray though?

Also, good call on darkening the dialogue box when there is a popup, although it would add another set of dialogue box gui tiles.

I wonder about the hp bars, why didn't they make them a bit thicker? are they 4x1 due to memory constraints?
If they really had to be that cheap to save memory, then I get a feeling these edits are pushing it way beyond gameboy limits.

Ryumaru:

--- Quote from: Crow on May 25, 2013, 11:18:42 pm ---Higher res back sprites would've been so great. My guess is that it wasn't possible due to storage limitations for the GB cartridges.

--- End quote ---

I've been trying to find out how much memory was available on the cart and if there was any space left over; I'm sure the smaller back sprites were done to save space, but I wonder if there was another way to conserve space or if there was any extra left over that would facilitate the higher res back sprites. Apparently, pokemon gold and silver were playable on an original gameboy and it was definitely a full color game. I know the cartridges would be different, but am skeptical that there would be that much difference to add 100 more pokemon with front and back sprites, and update the original 151 with higher res'd back sprites as well.

Seiseki:
Back sprites might be due to time constraints too.
It's also a cheap way make them feel bigger, since the outlines and everything is thicker.

I drew this pikachu earlier today, while glancing a bit at a reference.
It has a bunch of problems though, should have just drawn it from scratch after I figured out a better pose.

Ryumaru:

--- Quote from: Seiseki on May 25, 2013, 11:55:55 pm ---Way to think outside the box, quite bold design yaomon!
I don't think there's any transparency in the text though, nor any of the gui elements?
And levels for the pokemon go above 100, or at least to 100, right?

Also, you have to sets of fonts, one smaller one larger.
I'm not sure if that would be a problem. In my edit the level consists of 2 8x8 tiles.

--------------------

Is there transparency for the pokemon/trainer sprites?
If so then yes, that 4th one with stripes and shadow seems like a nice idea.

The shadow should use the darker gray though?

Also, good call on darkening the dialogue box when there is a popup, although it would add another set of dialogue box gui tiles.

I wonder about the hp bars, why didn't they make them a bit thicker? are they 4x1 due to memory constraints?
If they really had to be that cheap to save memory, then I get a feeling these edits are pushing it way beyond gameboy limits.

--- End quote ---

The pokemon and trainer sprites use all for shades so I don't think they have transparency. I'm silly and will have to rethink my battle mock ups, I somehow was miscounting things 0.0  The thing under squirtle could be read as a shadow or as a plot of land like in ruby and sapphire. It was kept light so as to not take away priority from the sprites.

I doubt the thickness was due to memory constraints necessarily, there just isn't a lot of room on the screen. I could be wrong though.

I had that thought too, of time constraints for the back sprites. I think that is definitely something to keep in mind as a limiting factor for gamefreak: as for what it means to us, just keep it in the back of your head and pixel faster ;]

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