AuthorTopic: Commercial Critique Challenge - Tilevania: pixel's quest  (Read 112210 times)

Offline Ryumaru

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

Reply #110 on: March 28, 2016, 10:01:53 am
Awesome stuff prism, was great seeing this one take shape! The lighting and atmosphere is spot on. If you do revisit it, I would love to see you tackle the foliage more in depth, as that might be the weakest part currently. I actually enjoy it from a certain aesthetic standpoint; looks like a cool base for procedurally generated trees, but I think a more organic presentation could be found with more tiles. Also since you have so many free ones, maybe the fence posts and foreground could have more variation!
« Last Edit: March 28, 2016, 10:04:27 am by Ryumaru »

Offline Prism

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

Reply #111 on: March 28, 2016, 10:20:35 am
For sure, it's appreciated. I still consider it a WIP for that reason! Trying a few completely different approaches to how the foliage is tiled would only help...Also, I maaaaay take a peek at the rest of stage 01's assets to see what could realistically need those remaining tiles, but using them to give more organic life to the stage is also resources well-spent.  :)

Offline Ryumaru

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

Reply #112 on: March 28, 2016, 10:29:41 am
Oh yeah, you would want to keep the castle in mind as that can be pretty resource intensive. Peeking is totally allowed! Goodluck  :crazy:

Offline Night

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

Reply #113 on: March 28, 2016, 09:11:29 pm
Was pretty fun! Not sure if I've done it all correctly though.
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Offline Phoenix849

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

Reply #114 on: March 28, 2016, 09:44:49 pm
Night, that looks awesome! I think Belmont stands out too much in the picture. You probably should've made him a bit darker, or made floors more contrasting with background.
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Offline Night

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

Reply #115 on: March 28, 2016, 10:06:45 pm
Thanks Phoenix! I originally intended to make the floor and fences have a completely different palette to the background, but that didn't work out too well because of the walls (dithering) and one of the restrictions (16x16 squares with the same palette).
I wasn't planning on editing Belmont's sprite, but you're right.
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Offline Prism

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

Reply #116 on: March 28, 2016, 10:32:51 pm
I dig your color choices, Night. The dither half-tone gives the wall a texture of wallpaper, and it the tears (with the exposed brick) add a good amount of visual variance without using too many tile resources.

By the way, it appears like you added a panther statue to the scene? The panthers in the original screenshot are enemies, so it makes for an interesting interpretation.
« Last Edit: March 28, 2016, 10:41:01 pm by Prism »

Offline Kasumi

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

Reply #117 on: March 28, 2016, 11:52:55 pm
Phoenix: Palettes... are not something I think I know enough about to give really good info on. I recommend an NTSC Palette over a PAL one because that's what the Japanese developers of this game had in mind. I recommend that specific palette generator because it was made by trying to recreate how the colors are generated by the hardware in software rather than say... looking at my specific TV and trying to match colors by eye.

There's a lot of weird stuff that changes how the signal is generated. There's a thing where a color will appear different based on what it's next to.

What appears to be brown on top, and orange on the front face are the same color. (Ignoring jpg compression.) Paint one on top of the other to see.

Except on NES, the actual color can change depending on what it's next to, and not just how it appears. So any "eyeballed" palette is basically gonna be wrong. I think that's... as far as I can get into it without really getting into things I can't explain.

tl;dr: There simply isn't a way to get an exact RGB triplet for any color in the NES palette. Bisqwit's the is one I use to make graphics for my actual NES games I run on my actual TV. There's also Drag's which similarly tries to replicate how the hardware generates color in software. Either one is fine. It's just there are a lot of "NES Palettes" on the internet that aren't that at all, and I'd prefer people don't use them.

There's more weird NES stuff too. Like... Pixels aren't "output" square. Some games actually made circles differently to compensate. Here is the magnifying glass in Dr. Mario:

It is 72x80, rather than 80x80.

I personally don't worry about that for my own games, but it's interesting.

I'll end this post with one of my favorite images about the futility of choosing palettes on NES:

I made the above ROM from a ptoing mockup. (I edited it badly myself to get it into restrictions. He could have made it flow better.)

The exact same rom, using the exact same NES palette indices on different emulators. Look how different they are! None of them match my TV, and none of them will match your TV. If I recall correctly, Nestopia gets the closest as far as its default palette.

Edit: If anyone wants to try to get their graphics in the actual game, I recommend Stake. You may need to use it in tandem with something like YY-CHR to make actual tile changes, but maybe not. I haven't fully explored Stake, but it seems to be far better than all other choices I found. A few people have asked, and I personally have zero interest in putting any of these graphics in the actual game. I'm working on a thing like Castlevania from scratch right now, and displaying any graphics in something new like that would actually be less trouble if you ask me. But I don't really intend to even do that. Maybe if something really speaks to me.
« Last Edit: March 29, 2016, 12:15:41 am by Kasumi »
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Offline burritoEclair

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

Reply #118 on: March 29, 2016, 01:17:04 am
Was pretty fun! Not sure if I've done it all correctly though.


Careful with that dithering. It creates a less than ideal wave effect.
I think some occasional noise clusters might work better than the constant dither. Really love that brown/blue combo though.

Offline Phoenix849

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

Reply #119 on: March 29, 2016, 05:48:08 pm
Thanks for talking about palettes. Studying screenshots with 16px grid in Photoshop on I've envountered another questionable area. Look how tiles are 50% displaced from the grid. Also we have those 8px tall black bars on top and bottom. What are they? Can we use them?



I figured it has something to do with a thing called "overscan". While NES PPU generates a 256x240 picture, most TVs display area about 256x224. Like resolution of screenshots in this thread.

I guess the main question is if we can put tiles there. And also how to correctly check it for 16px regions? Just forget about all that and move it for 8 pixels to align with the grid?
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