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>> No.9948986 [View]
File: 15 KB, 432x288, before-and-after.gif [View same] [iqdb] [saucenao] [google]
9948986

>>9944938
I wish they had a better vision than just generically "high res" everything into a seemingly random visual style. Like there's no reason for Zelda II to look like a modern indie game. The first thing I think that should be done with this is to use the same colors as the NES but remove the palette limitations. You can make the games look surprisingly different that way without making it look alien.

http://www.duelinganalogs.com/article/the-nes-that-never-was/

>> No.8862291 [View]
File: 15 KB, 432x288, before-and-after.gif [View same] [iqdb] [saucenao] [google]
8862291

A lot of these reskins don't respect the spirit of the original aesthetic. I like what could be done if you use the same NES palette but just use the entire palette at once.

http://www.duelinganalogs.com/article/the-nes-that-never-was/

>> No.7369331 [View]
File: 15 KB, 432x288, before-and-after.gif [View same] [iqdb] [saucenao] [google]
7369331

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>> No.5072608 [View]
File: 15 KB, 432x288, Hdo8nAh[1].gif [View same] [iqdb] [saucenao] [google]
5072608

>>5072051

>> No.2161521 [View]
File: 15 KB, 432x288, nes.gif [View same] [iqdb] [saucenao] [google]
2161521

>> No.1680781 [View]
File: 15 KB, 432x288, nes.gif [View same] [iqdb] [saucenao] [google]
1680781

>>1679987
That looks pretty standard for doing a large image like that on the NES.

What it probably all comes down to is the reliance on background tiles for large images. The color palette for each BG tile only has 3 unique colors since the third color has to be shared by all 4 BG color palettes, sky blue in this case. One of those palettes is used up by the forest, the dark green/light green/black palette, so you're now left with 3 palettes of 3 unique colors. Because of the cartoony look, black outlines are everywhere so all 3 of those palettes must include black, so now you have 3 palettes of only 2 unique colors.

The tricky part is now building the image from 16x16 BG tiles in such a way that you can make the maximum use of those 3 palettes with their two unique colors each. You can go over and touch up some spots by overlaying sprites on top of them like they did, but you want to blot in most of the color with these BG tiles. Artists don't want to get bogged down in all these technical details so they probably just overlayed a grid on the image and colored it as best they could within these limitations. I'm sure they could have done better if they spent a lot of time working with these restrictions instead of just copping out, but apparently a screen that was flashed for like a second wasn't worth the increased development time. Might also be related to it being a multiplatform game as well.

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