08-28-2012, 03:02 AM
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TSR COMPO Vol.3: "In the name of goodNES"
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08-28-2012, 10:24 AM
I like the detail you put into that, but some parts of Magma Dragoon seem to be a tad harder to read now. Maybe taking out a few details from the part of the BG behind him would fix it.
08-28-2012, 11:39 AM
I think using a blue, cooled down volcano (cave) background would bring out the red characters more. Just a suggestion.
Thanked by: Garamonde, megamario1234, Gaia, Zadaben, Sketchasaurus, Iceman404
Though, what about those in that live in the hurricane zones that won't have time to finish up the compo because of it? Would the deadline extend due to that?
08-28-2012, 04:48 PM
08-28-2012, 06:26 PM
Tried making it look a little more like a actual screenshot and added a 2nd player
08-28-2012, 07:23 PM
What time is the deadline's cut-off?
08-28-2012, 09:21 PM
most of these mockups (if not all of them) would suffer horrible amounts of flickering( http://en.wikipedia.org/wiki/Flicker_%28screen%29 )
(08-28-2012, 09:21 PM)Meta Wrote: most of these mockups (if not all of them) would suffer horrible amounts of flickering( http://en.wikipedia.org/wiki/Flicker_%28screen%29 ) Eh, the entries would still be able to be on a NES. They'd just look awful doing it.
08-28-2012, 10:05 PM
(08-28-2012, 09:21 PM)Meta Wrote: most of these mockups (if not all of them) would suffer horrible amounts of flickering( http://en.wikipedia.org/wiki/Flicker_%28screen%29 ) Why, are there too many unique sprites being rendered on the screen at once or too many unique pallets or too many colours or what? Your statement would be a lot more useful if it wasn't so vague.
08-28-2012, 10:19 PM
(08-28-2012, 09:21 PM)Gaia Wrote:(08-22-2012, 09:26 PM)Sketchasaurus Wrote: Ends Wednesday, Aug. 29th I clearly specified regarding time, not date. (08-28-2012, 09:21 PM)Meta Wrote: most of these mockups (if not all of them) would suffer horrible amounts of flickering( http://en.wikipedia.org/wiki/Flicker_%28screen%29 ) Pointing out that something will be a problem is pretty useless without why it is a problem.
08-29-2012, 12:39 AM
seriusly?
it is that hard to realise how cluttered all these mockups are? besides, you're quick to get hurt by something thats purely optional considering how the challenge aims towards the nes's graphical restrictions, not its technical limitations. there is a reason why you want a cleaner, more simplified display on screen(huds, for example) and that reason did not only were the result of aesthetic choices, but rather due said technical limitations. things were meant to be made in a particular way for a reason, and going beyond that required both the skill of the programmers and the artist to pull stuff like castlevania's hud for example. you can take this either to your benefit or simply ignore it. Thanked by: Crappy Blue Luigi, Garamonde
08-29-2012, 12:53 AM
I'm not hurt, just looking for some clarification.
It seems to me if it's possible for them to do it in Castlevania or Kirby's Adventure, then our hypothetical super talented programmers could pull it off, too.
08-29-2012, 01:58 AM
(08-28-2012, 10:19 PM)Ekoi Wrote:(08-28-2012, 09:21 PM)Meta Wrote: most of these mockups (if not all of them) would suffer horrible amounts of flickering( http://en.wikipedia.org/wiki/Flicker_%28screen%29 ) ...what? Aside from it being in the link there, it's already been posted in the thread. NES games can only support so many things both onscreen and on the same scanline at one time. When there are too many things, you get a bunch of flickering and things start to disappear. This is seen a lot in Megaman games, for example. In other words, while a lot of this stuff would technically *run*, it'd look awful and you wouldn't even be able to see any of it most of the time. Possible, but highly impractical. Thanked by: Chris2Balls [:B], Garamonde, Phantom Killah, Tellis, Zadaben, recme, Gaia, Kami
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