04-21-2014, 06:38 AM
(This post was last modified: 04-21-2014, 06:43 AM by Chris2Balls [:B].)
No problem!
For a start, I shrank some tiles to 8x8 or 8x16 pieces. I used the four "colours" that can be used on Gameboy (white, light grey, dark grey, black). Then I tried to keep roughly the same proportion of sky and land and as in a video of Death Wind I was watching. I made sure the ship was centred. If you look at a video of F-Zero or play the game, you may notice the track converges towards the hooks in the horizon - no wider, no narrower. I took the time to see how the game's track gave an impression of distance: it's actually quite gradual, thanks to mode 7. Look very carefully at all the details when you next play, perhaps even take screenshots or video captures of your own.
For the ship, I was looking at the SNES sprites of the Blue Falcon, asking myself what makes it unique? There are the big fins, the twin reactors slanting outwards and the air brakes (?) on top of them. It's important to keep things contrasted, so I made the cockpit white, and not grey.
See how far up the horizon is? The track and background fade to white into the horizon, and starts out very wide and finishes very narrow. If you can keep the same proportions in your mockups, then it'll feel similar to F-Zero.
I hope this helps! If not, ask away
For a start, I shrank some tiles to 8x8 or 8x16 pieces. I used the four "colours" that can be used on Gameboy (white, light grey, dark grey, black). Then I tried to keep roughly the same proportion of sky and land and as in a video of Death Wind I was watching. I made sure the ship was centred. If you look at a video of F-Zero or play the game, you may notice the track converges towards the hooks in the horizon - no wider, no narrower. I took the time to see how the game's track gave an impression of distance: it's actually quite gradual, thanks to mode 7. Look very carefully at all the details when you next play, perhaps even take screenshots or video captures of your own.
For the ship, I was looking at the SNES sprites of the Blue Falcon, asking myself what makes it unique? There are the big fins, the twin reactors slanting outwards and the air brakes (?) on top of them. It's important to keep things contrasted, so I made the cockpit white, and not grey.
See how far up the horizon is? The track and background fade to white into the horizon, and starts out very wide and finishes very narrow. If you can keep the same proportions in your mockups, then it'll feel similar to F-Zero.
I hope this helps! If not, ask away