Users browsing this thread: 1 Guest(s)
Games are hard. (Updated 7/19)
#14
(07-17-2014, 03:14 PM)E-Man Wrote:
(07-14-2014, 09:49 PM)nicktheslayer Wrote: With the generic enemies out of my way, I should start more ambitious stuff. I've got this guy to think about...
[Damn this picture is big!]

He's a little big, but he looks like a cool character. Maybe you could have him as a blacksmith in your game?

This game has a lot of Studio Ghibli kinds of stuff goin on, in terms of character design, so I can't use him simply as a blacksmith. I can't give too much away, so I guess you'll have to try to infer from my sprites what's going on, haha.


Here are some more shadow based enemies.

[Image: ghosties_zps2509ff89.png]

Animated one:
[Image: output_FVVJdO_zps4334104a.gif?t=1405630457]

(07-17-2014, 08:13 AM)Lexou Duck Wrote:
Lexou Duck Wrote:hello gang, im lexou and this is a short explanation of GBC restrictions

PALETTE
the GBC palette is a 15-bit RGB palette (like the gba and snes)
what that means is that instead of having 0 to 255 values for red green and blue you have 0 to 31
so you can pick any color on MSpaint like you would normally, but the numbers of RGB must be multiples of 8 (cause 256/32=8)
in total you have about 32768 colors :
[Image: RGB_15bits_palette_color_test_chart.png]

SCREEN
the gbc screen is 160x144 pixels, or 20x18 8x8tiles
[Image: gb_screen.png]
There can only be 56 different colors displayed on-screen at any given time

SPRITES
sprites, like for the NES, can be 8x8 pixels or 8x16
each sprite has 4 colors (including transparency) from one of the 8 palettes in the game
yes, there are only 8 4-color palettes for all the sprites in the game, that's 32 different possible colors for every moving object

TILES
they're 8x8 in size, the amount you can make depends on the size of your rom
each tile has 4 colors from the 32768-color palette, no transparency (duh)

ok i think that pretty much covers it
please tell me if i'm wrong about anything
(also idk what's the on-screen sprite limit)

That's some good stuff! Since I'm only sticking to a Psuedo-GBC game, I'm not worried about how many on-screen colors or sprites, and tiles will sometimes use transparency, etc. But thanks for the actual answers. Maybe the forum should have a section for these kinds of explanations specifically.
Any noise annoys an oyster, but a noisy noise annoys an oyster more.
Reply
Thanked by: Paladin


Messages In This Thread
Games are hard. (Updated 7/19) - by nicktheslayer - 07-14-2014, 08:54 PM
RE: Games are hard. - by Kelvin - 07-14-2014, 09:18 PM
RE: Games are hard. - by AkumaTh - 07-14-2014, 09:25 PM
RE: Games are hard. - by nicktheslayer - 07-14-2014, 09:32 PM
RE: Games are hard. - by Kelvin - 07-14-2014, 09:35 PM
RE: Games are hard. - by nicktheslayer - 07-14-2014, 09:49 PM
RE: Games are hard. (Updated 7/15) - by E-Man - 07-17-2014, 03:14 PM
RE: Games are hard. (Updated 7/15) - by nicktheslayer - 07-17-2014, 03:58 PM
RE: Games are hard. - by AkumaTh - 07-14-2014, 09:47 PM
RE: Games are hard. - by nicktheslayer - 07-14-2014, 11:01 PM
RE: Games are hard. (Updated 7/15) - by Kelvin - 07-16-2014, 11:23 AM
RE: Games are hard. (Updated 7/15) - by Kelvin - 07-16-2014, 06:03 PM
RE: Games are hard. (Updated 7/15) - by Paladin - 07-17-2014, 04:15 PM
RE: Games are hard. (Updated 7/19) - by Paladin - 07-19-2014, 02:51 AM

Forum Jump: