AuthorTopic: original gameboy mockups  (Read 9874 times)

Offline Figs

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Re: original gameboy mockups

Reply #20 on: August 09, 2006, 02:06:19 am
I could be wrong about this, but it might work better if you made either the background much lighter, or the character much lighter. The reasoning being contrast.

For example, check out this scene:



(Yes, I found it in Tsugumo's tutorial.)

Also, consider this view from the original Pokemon games:



The character is made to look darker, primarily by using a pattern to shade. As you can see, the character uses solid color (well, grey...) to seperate him from the background.

Just a few thoughts.

Offline baccaman21

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Re: original gameboy mockups

Reply #21 on: August 17, 2006, 02:32:43 pm
Colors and how one masks on DMG asides...

The thing with it was that the amount of sprites it could handle at any one time was fairly restrictive.

So, first comment:

The 'stats' panel - you wouldn't be able to display it... as you've illustrated here - there's far too much information for the amount of sprites the screen could handle. Realistically it would have to be on a separate screen.
The Fonts must adhere to 8x8 with no Kerning (that's when the character buffer up to each other nicely) like you've got on the "l's" in Alexander...



Plus from a gameplay perspective you've got ZERO reaction time...

The 'knight character' - is too big. Currently 21x43pixels wide and high... on the (DMG) GB that would equate to 24 pixels wide x 48 pixels high -  in terms of sprites used that would require nine 8x16 sprites stacked up in a 3x4 configuration...

Sprites on the DMG were either 8x8 or 8x16 (x,y) which is why most games had small 16x16 sprites in them... (actually two 8x16 prites laid side by side)

Now, If my memory serves me correctly there was then the ultimate in ball aching sprite restrictions on the GB which was the amount of sprites on a line (that's a horizontal row) was limited to 9... (which is why multi layering of sprites isn't such a good idea - [JUST to get that extra tone of grey]) any more than 9 sprites on a line and you'd experience 'sprite drop out' which means that random sprites all over the screen would flicker... or dissappear entirely.

Finally, the DMG only had 2 banks of 256 characters allowed in memory at any one time... (a character is equal to 8x8 pixels)... the best way to imagine how limiting this is, is to draw 2 squares in your package of choice that are 128x128 pixels... then imagine, all your character sprites (with animations) [even thought there were code tricks to get round this]) all your ingame background tiles, all your font/s (a-z A-Z 0-9 ,!"£$$%^&.... etc), all your panel edging for the menus, incoporated into that space... that's why games looked like this...



Yeah... I know I'm being pedantic... and in all honesty it's purely academic anyway.... as far as the skills on show here are pretty good, limitations aside.
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