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TSR COMPO Vol.3: "In the name of goodNES"
#46
I see now, they do have a lot of stuff on them now that I'm looking more closely. Durrrrr.
Still though, I agree even if there is a lot of flickering it's still technically possible so I guess that's what some people here want to achieve.
[Image: sweet-capn-cakes-deltarune.gif]
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#47
(08-29-2012, 01:58 AM)Vipershark Wrote:
(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 )

Pointing out that something will be a problem is pretty useless without why it is a problem.

...what?
Aside from it being in the link there, it's already been posted in the thread.
[Image: nes_spec.gif]

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.

Oh wow, I didn't realize how much detail that image went into
/egg on my face
pkkkkkkkkkkkkkkkkkkkkkkkkkkkkk
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#48
(08-29-2012, 12:39 AM)Meta Wrote: the challenge aims towards the nes's graphical restrictions, not its technical limitations.

we're not making real NES games, just stuff that uses the NES's palette and color restrictions per tile.

TSR aint that cool for something more elaborated(yet, i supose).
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#49
(08-29-2012, 08:11 PM)Meta Wrote: we're not making real NES games, just stuff that uses the NES's palette and color restrictions per tile.

TSR aint that cool for something more elaborated(yet, i supose).
I'd make it fit the technical limitations, but I'm pretty sure my screen would look a lot emptier, especially because I'm using a black background. I suppose I could try using some other tricks, but I think that would require me to re-plan the whole thing.

(08-28-2012, 12:01 AM)Sir Zabadabenabadaba Wrote: That looks awesome, Keiang!
The one concern I have about it is that the new and improved knight has now outgrown his platforms, which look puny in comparison to everything else.

[Image: 2q9w7rl.pngv]
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#50
You could try to re-use the dragon's pallete for the hearts and platforms (for a lava effect, which would cut the shades of grey down a bit). It kinda would give that "burning justice" feel that japan loves oh-so-much. Also, the captive's face looks rather odd as her face looks kinda uneven and displaced with the rest of her body (and the body itself kinda looks twisted from what the shadows of the gown shows), but sometimes re-using palletes can be a good thing, especially for a situation like this where tiles would be jam-packed into that dragon.

You also might wanna give the knight some added damage, so that way it would make it look more believable as it shows the player struggling against a tough opponent, which occured frequently in the days of yore.
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#51
Here is my updated version.
[Image: mavericksscale2.png]
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#52
(08-30-2012, 08:38 PM)megamario1234 Wrote: Here is my updated version.
[Image: mavericksscale2.png]

the only "nes" thing on this is the canvas size.
#53
I'd classify this challenge as intermediate! This is kind of a big one, isn't it?
[Image: cKfiI0F.png]
Thinking of you, 
wherever you are.
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#54
Looks like this compo's deadline went past the due date. Should we start the voting now or wait until Sketchasaurus gets back?
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#55
I think everyone decided to extend it due to hurricanes and things? So I'd just wait.

(09-01-2012, 12:19 AM)total burning heart kojjiro Wrote: I'd classify this challenge as intermediate! This is kind of a big one, isn't it?
The actual challange just speaks of a single sprite. Open end towards full mockups, sure, but that's up to the participants. So I guess It's alright!
#56
(08-30-2012, 06:29 PM)Gaia Wrote: You could try to re-use the dragon's pallete for the hearts and platforms (for a lava effect, which would cut the shades of grey down a bit). It kinda would give that "burning justice" feel that japan loves oh-so-much. Also, the captive's face looks rather odd as her face looks kinda uneven and displaced with the rest of her body (and the body itself kinda looks twisted from what the shadows of the gown shows), but sometimes re-using palletes can be a good thing, especially for a situation like this where tiles would be jam-packed into that dragon.

You also might wanna give the knight some added damage, so that way it would make it look more believable as it shows the player struggling against a tough opponent, which occured frequently in the days of yore.
[Image: 21d1xxz.png]
http://i50.tinypic.com/2yl72he.png
  • Decided to completely redo the platform tiles, and changed them to the Dragon palette.
  • Heart palette was changed over too, which actually made me notice I threw in an extra shade by accident.
  • Redid the captive's face and body shading.
  • I didn't add damage, because I figured that'd be hard to read on a sprite this small.
EDIT: WHOOPS FUCKED UP A COUPLE TILES, FIXED NOW
#57
then again, the only NES thing on that is the canvas size.

i like how everyone missed completely the point of the challenge and for someone reason asumed that you were meant to do something in a 266x224 canvas.
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#58
(08-22-2012, 09:26 PM)Sketchasaurus Wrote: The aim of this challenge is to create a custom sprite (or sprites) that fit within the graphical limitations of the NES.
The color restrictions are both the NES palette and the colors-per-screen limitations.
[Image: NES_palette.png]
The maximum size will be the dimensions of the NES screen resolution: 256x240

Ends Wednesday, Aug. 29th
It's within the maximum size, and it follows the palette limitations, since black is the transparency color, and I'm pretty sure I'm under 50 colors.

As far as the more advanced limitations go, I don't exactly follow those, but I could basically just bypass those by posting these as separate sprites, since then the colors per line type stuff would no longer matter. I'm pretty sure the only thing that would outright break the limitations on its own is the dragon.

To be frank, I think you've taken the challenge to be a lot more than it actually is, due to the part that says: "The aim of this challenge is to create a custom sprite (or sprites) that fit within the graphical limitations of the NES." Based on the fact that Sketchasaurus hasn't had issue with it the entire topic, I think he only had the palette limitations in mind, and not the more advanced stuff. If he did though, yeah, that's our bad.

Feel free to kick our asses at spriting and make EXACT NES LIMITATIONS the subject of the next contest, but right now it just seems like you're getting kinda annoyed over a contest that you aren't even running or participating in.

Edit: Forgot to mention- if Sketch did mean the exact limitations, I might redo it if I have the time. Which I doubt I will. ...Actually, when is this thing ending again?
#59
i don't know when it ends, but as the Original Contest Organizer i think its well within my right to step in and end it in about a week or so; unless a sprite mod thinks it should go on longer. if they don't, i'd like to set the end date for Sunday, September 9 if for no reason other than it's sitting on other people being able to get their shot at a contest topic.
[Image: cKfiI0F.png]
Thinking of you, 
wherever you are.
#60
I agree. We don't want it dragging on too long like most of our community events do.
[Image: sweet-capn-cakes-deltarune.gif]
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