Wow, if only there were less text-based RPGs and more graphic RPGs.Actually this was meant for a grayscale remake of Illusiat 6/Nemesiat in 2008, which finally never happened. I just didn't realize I still had this mockup anywhere online.
(http://img.removedfromgame.com/imgs/testnemesiattiles2.png)I like this one. It looks very clean and clear.
Thanks :D.A SNES sprite uses one of eight 16-color palettes.
By the way, does anyone know how many colors each SNES sprite support at once? Also are all those sprites split into 16x16 or 8x8 chunks? That might help if I try to make a SNES style version of the title screen above.
The cool thing would be if somebody made a game where collision detection can be altered in a way so that you can walk on mountain tops, but only after climbing up stairs and you can't go straight from a mountain tile to a regular floor one.That's not that hard to do, my ticoncours entry supports that ;) Essentially you add an extra byte (well, nibble) of data to each tile saying which way you can enter that tile, so a tile to the left of a stair would be marked unpassable coming from the right (but you can walk into it from the top/bottom/left) and the other way around for a tile to the right of a stair. You could modify that idea a little bit to make things like bridges, too.
(http://img.removedfromgame.com/imgs/2-linkspritescse.png)
Basically the BASIC code which displays it does the following:
-If sprite is facing up, his head becomes turns green, as his hat hides it from that view.
No problem. :)Holy c***! You guessed more or less the Skyward Strike 8 years before!
Also here is an high quality version of Zelda: Dark Link Quest animation before the final boss:
(http://img.ourl.ca//zeldadlqanime.gif)
The entire animation was done in Paint, during Summer 2004.
I like the numbers :)
I like those red tiles with the text.Yes you do. :P
/me runs
I like those red tiles with the text.You want me to do an Atari 2600 port of Reuben, don't you? :P
/me runs