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>> No.8883131 [View]
File: 2 KB, 256x64, NES_palette.png [View same] [iqdb] [saucenao] [google]
8883131

>>8863016
Agree, they need a bit of work, but I think the idea of employing the NES's palette to the fullest, beyond what the original hardware could do, could be used to create some pretty damn cool visuals.

>> No.8458137 [View]
File: 2 KB, 256x64, NES_palette.png [View same] [iqdb] [saucenao] [google]
8458137

>>8457898
Really doesn't look that great. I think maybe if you took the original Metroid graphics and then touched them up with the shades available on the NES (original hardware limitations be damned), to create more shades and detail, that would look a lot better, use some dithering while you're at it, but keep it the same resolution. Maybe also tweak some of the animations too (Samus's walk cycle doesn't look that good, fix them and add maybe one or two extra frames, but without gong full on Bouncy Hat Mario).

That's all going to a lot more work than just cutting and pasting Super Metroid assets into Metroid, but it's also going to look a lot a million times better. Sticking to the original palette I think will look better, even if you aren't limiting yourself rigidly to how many colors an object normally could use.

>> No.8157627 [View]
File: 2 KB, 256x64, NES_palette.png [View same] [iqdb] [saucenao] [google]
8157627

>>8157508
Those shades are barely different. Compare to the NES having more than 50 shades.

>>8157546
Do you mean a 128k Spectrum?

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