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Sprite Limitations for SNES and GBA
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One thing that always bothered me is that the RGB values aren't perfect multiples of 8. Why? That makes it a lot cleaner to look at for one, lol. That's what I personally do for my colors in RGB.

Another thing to note is, the whole background and sprite layer limitations things; it's really not necessary to pull off the 16-bit aesthetic. Same with NES or GBC styles; just following the four colors per sprite/tile rule (with one transparent where necessary) gets you the 8-bit style. Following the other arbitrary limitations doesn't add anything of value to the style. And animation doesn't need any limitations at all; you can have an 8-bit style with smooth animations, as seen with many true 8-bit titles. Just take your time and polish everything to the maximum under the color limitations per sprite/tile only, and you'll be fine.
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RE: Sprite Limitations for SNES and GBA - by Koh - 04-05-2016, 02:29 PM
RE: Sprite Limitations for SNES and GBA - by Pik - 04-21-2021, 10:55 PM

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