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Published: 2011-09-17 14:20:14 +0000 UTC; Views: 13047; Favourites: 149; Downloads: 238
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Description
My little Dragon game has now been reworked to fit NES standards much more accurately. Meaning the graphics are now made using the NES' weird attributes and palette system (backgrounds have a maximum of 4 palettes of 4 colors, sprites have 4 palettes of three colors per transparency) plus avoiding any occurence of 8 8x8 sprite areas on the same row. A lot of optimization was needed to get things working that way but now it's done I'm really happy with how it looks.Idea behind this is that once I'm done with the PC prototype anyone who wants to produce a real NES version can have access to the resources and the game should look and play very close (but have the added benefit of being a rom that can run on any system that has a NES emulator, so pretty much anything).
Scan-line version as usual can be found at [link]
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Comments: 51
maxoakland [2021-05-12 19:48:27 +0000 UTC]
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AdisawaSeron990 [2020-07-03 03:45:22 +0000 UTC]
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Marscaleb [2019-02-15 00:52:36 +0000 UTC]
WOW. I was looking for original NES art, and when I saw the thumbnail for this I was upset, because that is NOT within the capabilities of the NES.
But then when I took a closer look, I found that it was. WOW. You do NOT break the limits for color palettes, and I'd bet this could easily fit within the tile restrictions too. Good work!
The only "error" I see is the background tree right beneath the bridge uses two palettes in a 16x16 block, but that was actually possible with certain chips, it was just really expensive to produce. And of course, that's way more sprites than one could fit on the screen, but I figure it's more of a "demo" or "sample" image, so that's fine.
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Carnivius In reply to Marscaleb [2019-02-15 07:56:45 +0000 UTC]
Thanks for the nice comments. This is actually really ancient now and I ditched it cos I was a bit unhappy with the general murkiness of it.
I later redid the dragons and went for a bit more clean and cartoon like style. And this one is actually from a playable engine made in Gamemaker Studio 2 to get a feel for how it all works. You might still prefer the older one but eh that's cool.
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maxoakland In reply to Carnivius [2021-05-12 19:50:25 +0000 UTC]
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EdShadow [2016-06-14 00:26:27 +0000 UTC]
This game is cute, follows well the NES limitation.
BTW, love the NES palette.
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Carnivius In reply to EdShadow [2016-06-15 08:47:17 +0000 UTC]
Thanks. Would be nice to make a full game of it but I haven't the time these days.
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Carnivius In reply to Taluigi [2015-10-09 15:30:48 +0000 UTC]
Thanks. Not that good though. Sunsoft were masters of the NES.
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Carnivius In reply to CoolCSD1986 [2012-08-27 20:37:49 +0000 UTC]
I think it would be if I could actually make it a real game.
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PushBombshell [2012-05-30 21:19:00 +0000 UTC]
this is very sexy! I dont suppose you know about getting started on making a NES game do you? I'm considering it if only to educate myself, so far all I know is its in assembly XD
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Carnivius In reply to PushBombshell [2012-05-31 11:38:56 +0000 UTC]
I don't know a single thing about making an actual NES game but I did design these graphics with real NES limitations so that a real NES programmer could have a go if they wanted. I have the sprite sheets for various sprites on there too (such as the dragons walking, jumping, idle and firing).
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PushBombshell In reply to Carnivius [2012-05-31 11:43:43 +0000 UTC]
I saw in the other comment the sheet where you organised your pallets, it is very impressive what you've managed to do abiding by the NES standards.
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Carnivius In reply to PushBombshell [2012-05-31 11:53:40 +0000 UTC]
Thanks, yeah I find such 'limitations' encourage experimentation and thought to get the most out of them and creating some neat stuff you'd probably never even think of doing without those restrictions in place. It's what I find interesting about old computer graphics.
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PushBombshell In reply to Carnivius [2012-05-31 14:45:18 +0000 UTC]
I try limitations from time to time but I've never actual looked up limitations of old consoles before. I typically limit 4 shades to a colour and 4 colours to a sprite (so a max of 16 colours). But I suppose that's quite a wide limit. I may look up some console history, it'd be interesting to attempt the same sprite through gameboy (2-bit graphics 8-bit cpu), nes (8-bit) and snes (16-bit).
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Carnivius In reply to PushBombshell [2012-05-31 14:58:31 +0000 UTC]
I just did another interesting palette limit the other day. A guy's commissioned me to do the graphics for a Bejeweled clone for the old 16 bit Atari ST. Maximum 16 colors on screen total and yet I managed to get all 7 gems looking decent, well shaded, with depth and shine so I'm pretty pleased with it.
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Yoshi17 [2012-03-25 20:53:17 +0000 UTC]
Love it!
I compose music for games, let me know, if you are interested
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Carnivius In reply to Yoshi17 [2012-03-29 21:21:44 +0000 UTC]
Thanks. This 'project' is on hold but I'll keep the offer in mind if it ever gets going again. I kinda miss it.
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Carnivius In reply to cheatruler [2012-02-13 08:41:23 +0000 UTC]
I was but I haven't had much free time.
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DreamIn8bit [2011-11-16 03:37:11 +0000 UTC]
I would love to help you make it into a nes rom but I'm a real novice at NES assembly. Maybe when I have more experience I'll check back with you.
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Carnivius In reply to DreamIn8bit [2011-11-25 19:07:01 +0000 UTC]
thanks. I'll keep that in mind though I'm extremely busy these days with work and other activities. Haven't had a chance to do much more on this yet
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Nazaxprime [2011-10-27 11:47:35 +0000 UTC]
What did you use to set your self strait on the NES palette specifications and such? On that note, that is an awesome palette, really nice and vibrant... thats probably that stands out the most in your work for me, I dig your colors... I intend to make a NES game or 2 in the next 2 years or so, and have read a lot, but I am always interested in more. Another system Id like to release on is virtual boy... not so amazing if you don't love red, but fortunately I do.
xD
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Carnivius In reply to Nazaxprime [2011-10-30 09:44:36 +0000 UTC]
The NES restrictions are quite annoying at first but you get used to them. Maybe it's easier to show how I went about it with this [link]
You see how the palettes are set up? The NES uses small palettes made up of four colors for background tiles, and three colors for sprites (since the fourth color is transparency). Palettes 0-3 are for background tiles only including the font and status panel stuff. Palettes 4-7 are only for the sprites. Tiles can be animated which is why I have the coins on the top right only appear on black areas so that they can animate and have plenty of them on screen (as no more than eight 8x8 sprite blocks can exist on a row on the NES without problems. The flickering in some games such as the Mega Man series is actually a feature, not a glitch, that deals with showing all those on the same row else some would never appear at all) and since tiles don't have a transparent color I just stick those wherever is a solid black 16x16 area. Sprites can switch the palettes round to change their colors (so the green dragon turns to the blue pallete when he becomes ice dragon, and the pink dragon turns red when she gets her fire power). That's also the case for when Mario in Super Mario Bros turns invincible and cycles very quickly through all of the sprite palettes to give that sort of 'energised' invincible look.
Sorry if this makes no sense. I'm terrible explaining things.
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shadee [2011-10-08 14:22:40 +0000 UTC]
Looks awesome!
Getting the retro-nostalgia fuzzies just looking at it.
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Renegade-Hamster [2011-09-18 03:52:47 +0000 UTC]
Will we be able to play this? It looks really sweet
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Carnivius In reply to Renegade-Hamster [2011-09-18 08:45:51 +0000 UTC]
Hope so. It's playable at moment.
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Carnivius In reply to JamesMorrow07 [2011-09-18 08:45:26 +0000 UTC]
The beauty and the headaches of actually sticking to them.
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gzegzolka [2011-09-17 16:00:33 +0000 UTC]
I wish that times of 2D games back. Very good work.
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Carnivius In reply to gzegzolka [2011-09-17 16:08:33 +0000 UTC]
Thank you. Was a pain in the butt trying to get used to actual NES restrictions but I've got the hang of it now and can get on with setting the actual game up to match and do other level sets.
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gzegzolka In reply to Carnivius [2011-09-17 16:19:24 +0000 UTC]
The hardest part must be checking if some colors aren't occurrence (You can always add black outline to sprites and items, but it look like player and monsters are on different layer than level), as far as I remember commodore also have that kind of restriction.
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jaimito [2011-09-17 15:37:43 +0000 UTC]
This looks so stylish! and it looks fun to play too.
I love it.
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Carnivius In reply to jaimito [2011-09-17 15:47:11 +0000 UTC]
Thanks, I hope you'll enjoy playing it when it's done.
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jaimito In reply to Carnivius [2011-09-17 15:49:02 +0000 UTC]
Cool! Please let us know when you have news about this.
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DreamIn8bit [2011-09-17 15:34:12 +0000 UTC]
Really an excellent job. The NES had so much potential but the pixel artists of the day weren't very good... Some of the pixel art in the 80s was pretty good (mario 3) but others.... welll.... yeah....
faved!
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Carnivius In reply to DreamIn8bit [2011-09-17 15:46:46 +0000 UTC]
Thanks. To be fair the NES limitations are very weird and headache-inducing. It takes some practice and experimentation to get quality results out of it. Once an artist got the hang of it though we got great looking games like Batman (and it's sequel), Shatterhand, Little Samson and so on.
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TheArtisticTiger [2011-09-17 14:27:46 +0000 UTC]
Woah! this would be so cool to play on the NES!, nice job man
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