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Semi custom zero sprites MM2 style
#16
(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?
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#17
Not just that. You'll have to use the colors to fit the NES sprite rules, too.
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#18
they're actually very good edits!
but they're not 8-bit
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#19
(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
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#20
(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)
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#21
(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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