Thanks for the feedback so far!
Davy Jones: 257 colors? Blasphemy! I'll make sure I upload a fix when I put some new sheets up (hopefully tomorrow).
Pre-rendered is typical for PSX sprites, eh? I don't think I've played enough sprite-heavy PSX games to know. Frontier uses a combination of pre-rendered and hand-drawn, as far as I can tell.
Belial: For the PSX, definitely. It came out in 1997/1998, during SquareSoft's ( :wistful sigh: ) post-FF7 rush output of games.
The blurriness on Rocky might be an artifact of whatever was done to create the sprites in the first place (sampling down the colors?), but that's as sharp as the sprite is going to look; it's straight from the tiles. (Tiles... :shudders: ) In the game itself, in-battle sprites are actually subjected to constant scaling (the battlefield is faux 3-D, pop-up book style) that makes them look very jagged and deformed. Here's a couple of examples to give ya'll an idea: Eins, zwei, drei.
Davy Jones: 257 colors? Blasphemy! I'll make sure I upload a fix when I put some new sheets up (hopefully tomorrow).
Pre-rendered is typical for PSX sprites, eh? I don't think I've played enough sprite-heavy PSX games to know. Frontier uses a combination of pre-rendered and hand-drawn, as far as I can tell.
Belial: For the PSX, definitely. It came out in 1997/1998, during SquareSoft's ( :wistful sigh: ) post-FF7 rush output of games.
The blurriness on Rocky might be an artifact of whatever was done to create the sprites in the first place (sampling down the colors?), but that's as sharp as the sprite is going to look; it's straight from the tiles. (Tiles... :shudders: ) In the game itself, in-battle sprites are actually subjected to constant scaling (the battlefield is faux 3-D, pop-up book style) that makes them look very jagged and deformed. Here's a couple of examples to give ya'll an idea: Eins, zwei, drei.