Sprite Layering

Post Reply
User avatar
Chasersgaming
Posts: 43
Joined: Mon Feb 04, 2019 11:46 pm
Location: London

Sprite Layering

Post by Chasersgaming » Sun Mar 10, 2019 3:06 pm

I haven't seen any tutorials or any posts about the 'Sprite Layering' Technique used by nes graphics, if i have missed it , could someone point me in the right direction, and if there isn't anything can someone enlighten us on using thios technique through nesmaker. thanks you! :)
User avatar
drexegar
Posts: 222
Joined: Wed Mar 21, 2018 12:33 pm

Re: Sprite Layering

Post by drexegar » Mon Mar 11, 2019 10:35 pm

I do not recommend sprite layering, since nesmaker already waste sprites on empty space, a work around I do recommend is to design your character around the 8x8 squares and use the two sprite pallets given to you, thats how I handle my characters in beach master and nezumi.
User avatar
Chasersgaming
Posts: 43
Joined: Mon Feb 04, 2019 11:46 pm
Location: London

Re: Sprite Layering

Post by Chasersgaming » Tue Mar 12, 2019 10:51 pm

I see, well I would still like to have a go, So if anyone knows.:)
User avatar
Bucket Mouse
Posts: 316
Joined: Wed Mar 07, 2018 2:25 am

Re: Sprite Layering

Post by Bucket Mouse » Wed Mar 13, 2019 2:45 am

We could have more palettes available to us if they weren't divided into "day" and "night" with "night" being inaccessible.
User avatar
SerafukuSoftware
Posts: 41
Joined: Sat Feb 02, 2019 10:47 pm
Location: Australia

Re: Sprite Layering

Post by SerafukuSoftware » Wed Mar 13, 2019 9:10 pm

I've wanted to figure out sprite-layering for my in-game characters but luckily enough NESMaker's object editor pretty much did the work for me and I could use up to 8-colours for each 16x32 object. Hopefully in the future we can figure something out.
Development System: Nintendo Famicom HVC-001 + A/V Mod w/ NES>FC Cart Adapter.
Game currently in Development: "Spacepunk'd" Demo
Post Reply