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Full Version: Semi custom zero sprites MM2 style
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(11-07-2009, 10:43 PM)GrooveMan.exe Wrote: [ -> ]nono, it's just a bit of a history lesson for you; and the explanation as to why the megaman sprite seems to break NES rules.

ok thanks for that Tongue but for this sheet to be accepted, do i just have to recolour to the NES pallette?
Not just that. You'll have to use the colors to fit the NES sprite rules, too.
they're actually very good edits!
but they're not 8-bit
(11-08-2009, 08:19 AM)*Gorsal* Wrote: [ -> ]Not just that. You'll have to use the colors to fit the NES sprite rules, too.

so in other words, the whole 3 colour + transparency thing
(11-08-2009, 11:53 PM)Silvazz Wrote: [ -> ]
(11-08-2009, 08:19 AM)*Gorsal* Wrote: [ -> ]Not just that. You'll have to use the colors to fit the NES sprite rules, too.

so in other words, the whole 3 colour + transparency thing

4 spirte palets of 3 colors + Alpha(transparency) each. only 1 palette each 8x8 tile. sprites must be 8x8 or 8x16(you can combine these to make bigger ones)
(11-09-2009, 02:57 AM)DigiTamer Metaru Wrote: [ -> ]
(11-08-2009, 11:53 PM)Silvazz Wrote: [ -> ]
(11-08-2009, 08:19 AM)*Gorsal* Wrote: [ -> ]Not just that. You'll have to use the colors to fit the NES sprite rules, too.

so in other words, the whole 3 colour + transparency thing

4 spirte palets of 3 colors + Alpha(transparency) each. only 1 palette each 8x8 tile. sprites must be 8x8 or 8x16(you can combine these to make bigger ones)

Also 8-Bit RM sprites can has 2 or 3 layers (2nd is always with Rock's face palette).
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