Parallel Worlds

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CutterCross
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Re: Parallel Worlds

Post by CutterCross » Thu May 24, 2018 10:57 pm

Mihoshi20 wrote:
Thu May 24, 2018 9:01 pm
Looking wicked cool already.
Thanks!
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CutterCross
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Re: Parallel Worlds

Post by CutterCross » Fri May 25, 2018 1:24 am

I made some new assets for the overworld in a separate bank and made a small test screen (won't be an actual screen in game).
Image
Used 3 paths for the tree tops/bushes, dirt paths, and river. Still haven't used up all the slots in the new bank yet!
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Mihoshi20
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Re: Parallel Worlds

Post by Mihoshi20 » Fri May 25, 2018 2:02 am

CutterCross wrote:
Fri May 25, 2018 1:24 am
I made some new assets for the overworld in a separate bank and made a small test screen (won't be an actual screen in game).
Image
Used 3 paths for the tree tops/bushes, dirt paths, and river. Still haven't used up all the slots in the new bank yet!
I like that a lot. Especially all the half tones and textures on everything. Makes me think of the Kirby games for some reason. Probably the really vibrant but well chosen colors. It's not easy to make the NES' limited Palette meld well together but you knocked it out of the park with this one.
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CutterCross
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Re: Parallel Worlds

Post by CutterCross » Fri May 25, 2018 3:46 pm

Mihoshi20 wrote:
Fri May 25, 2018 2:02 am
I like that a lot. Especially all the half tones and textures on everything. Makes me think of the Kirby games for some reason. Probably the really vibrant but well chosen colors. It's not easy to make the NES' limited Palette meld well together but you knocked it out of the park with this one.
Thanks a lot! It's all the magic of dithering!

I'll have to fill in the rest of the tileset, and I'll also probably change some of the graphics a bit, like the tree tops/bushes, they look a bit too flat and boring.
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Mihoshi20
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Re: Parallel Worlds

Post by Mihoshi20 » Fri May 25, 2018 4:18 pm

CutterCross wrote:
Fri May 25, 2018 3:46 pm
Mihoshi20 wrote:
Fri May 25, 2018 2:02 am
I like that a lot. Especially all the half tones and textures on everything. Makes me think of the Kirby games for some reason. Probably the really vibrant but well chosen colors. It's not easy to make the NES' limited Palette meld well together but you knocked it out of the park with this one.
Thanks a lot! It's all the magic of dithering!

I'll have to fill in the rest of the tileset, and I'll also probably change some of the graphics a bit, like the tree tops/bushes, they look a bit too flat and boring.
Ah the fine art of the Work in progress. Tinkering, fine tuning, evolving, until you have the shining example of release candidate... and miles of messy code to weed out and polish up. LOL.
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CutterCross
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Re: Parallel Worlds

Post by CutterCross » Fri May 25, 2018 4:31 pm

Mihoshi20 wrote:
Fri May 25, 2018 4:18 pm
Ah the fine art of the Work in progress. Tinkering, fine tuning, evolving, until you have the shining example of release candidate... and miles of messy code to weed out and polish up. LOL.
Oh yeah XD But since I don't have access to the betas it's all in the pre-production phase now (AKA the fun part XD). Just experimenting and toying with ideas before you can actually implement them. NESst helps with limiting graphics to NES specifications, but the rest is mainly guesswork until I can actually use NESmaker.
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Mihoshi20
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Re: Parallel Worlds

Post by Mihoshi20 » Fri May 25, 2018 4:53 pm

CutterCross wrote:
Fri May 25, 2018 4:31 pm
Mihoshi20 wrote:
Fri May 25, 2018 4:18 pm
Ah the fine art of the Work in progress. Tinkering, fine tuning, evolving, until you have the shining example of release candidate... and miles of messy code to weed out and polish up. LOL.
Oh yeah XD But since I don't have access to the betas it's all in the pre-production phase now (AKA the fun part XD). Just experimenting and toying with ideas before you can actually implement them. NESst helps with limiting graphics to NES specifications, but the rest is mainly guesswork until I can actually use NESmaker.
Eh, it never hurts to start planning out early, shaping the story and toying with ideas in pre-production phase. Hopefully you also saw my chart on how NESmaker lays out the graphics and watched the tutorials. It'll give you ideas as to how everything will weave together graphically and functionally before you do get the chance to dive in. You can find the chart here :arrow: http://nesmakers.com/viewtopic.php?t=163&p=934#p934
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CutterCross
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Re: Parallel Worlds

Post by CutterCross » Fri May 25, 2018 8:41 pm

Mihoshi20 wrote:
Fri May 25, 2018 4:53 pm
Eh, it never hurts to start planning out early, shaping the story and toying with ideas in pre-production phase. Hopefully you also saw my chart on how NESmaker lays out the graphics and watched the tutorials. It'll give you ideas as to how everything will weave together graphically and functionally before you do get the chance to dive in. You can find the chart here :arrow: http://nesmakers.com/viewtopic.php?t=163&p=934#p934
I have seen your chart before and it certainly helped a lot! I understand how the graphics in each bank are stored, it's just figuring out what's the best way to optimize it. I've already figured out how all my sprite data is going to be stored.
Image Image
Since we're limited to only 2 pallets for game objects and only 2 pallets for monster objects, I've reserved the top 2 pallets for the game objects section and bottom 2 pallets for the monster objects section. Since there are going to be no actual "monsters" in the overworld, the entire sprite bank can be filled with NPCs (besides the player). All game objects are really just permenantly loaded sprites, and all monster objects are just interchangable sprites, and since there are going to be no actual "monsters" spawning in the overworld, I can just keep the monster objects section the same the whole time! I also have plenty of room in the monster objects bank for other sprites.
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Mihoshi20
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Re: Parallel Worlds

Post by Mihoshi20 » Fri May 25, 2018 11:54 pm

CutterCross wrote:
Fri May 25, 2018 8:41 pm
Mihoshi20 wrote:
Fri May 25, 2018 4:53 pm
Eh, it never hurts to start planning out early, shaping the story and toying with ideas in pre-production phase. Hopefully you also saw my chart on how NESmaker lays out the graphics and watched the tutorials. It'll give you ideas as to how everything will weave together graphically and functionally before you do get the chance to dive in. You can find the chart here :arrow: http://nesmakers.com/viewtopic.php?t=163&p=934#p934
I have seen your chart before and it certainly helped a lot! I understand how the graphics in each bank are stored, it's just figuring out what's the best way to optimize it. I've already figured out how all my sprite data is going to be stored.
Image Image
Since we're limited to only 2 pallets for game objects and only 2 pallets for monster objects, I've reserved the top 2 pallets for the game objects section and bottom 2 pallets for the monster objects section. Since there are going to be no actual "monsters" in the overworld, the entire sprite bank can be filled with NPCs (besides the player). All game objects are really just permenantly loaded sprites, and all monster objects are just interchangable sprites, and since there are going to be no actual "monsters" spawning in the overworld, I can just keep the monster objects section the same the whole time! I also have plenty of room in the monster objects bank for other sprites.
Cool cool, seems you've been doing some nice pre-planning indeed.
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CutterCross
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Re: Parallel Worlds

Post by CutterCross » Sat May 26, 2018 1:13 am

Mihoshi20 wrote:
Fri May 25, 2018 11:54 pm
Cool cool, seems you've been doing some nice pre-planning indeed.
Sure have!
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