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Adam
Mage


Joined: 30 Dec 2002
Posts: 416
Location: Australia

PostPosted: Tue Jan 28, 2014 5:06 pm    Post subject: [quote]

When I saw an update to this thread i was careful not to get too excited because it was most likely to be a spam bot, I'm glad it's not :P.

I'm working on a little HTML RPG project also, hopefully this is the beginning of an RPGDX renaissance.
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BadMrBox
Bringer of Apocalypse


Joined: 26 Jun 2002
Posts: 1022
Location: Dark Forest's of Sweden

PostPosted: Sat Feb 01, 2014 3:18 am    Post subject: [quote]

It's great to see this project revived. I'm looking forward to see the demo.

@Adam
Dont forget to start a thread and show us a little something from your project :).
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jeffd1830
Pretty, Pretty Fairy Princess


Joined: 17 Sep 2013
Posts: 13

PostPosted: Mon Feb 03, 2014 3:23 pm    Post subject: [quote]

Hey! Don't talk trash about the NES PPU. I love the 3 color limit per-sprite. If you are looking for an artist to do true NES-style sprites, I'm for hire. (You can see my tileset work in the Legends of Fairwind thread.)

The trick to 3 color sprites with 4 palettes per layer to choose from is to do so intelligently.

MegaMan isn't an RPG obviously, but games in that classic series are designed within these limitations, and no one can say the sprites "can't be made out" ... they are beautiful because they are designed with care. The strict limitations create a specific canvas in which creativity can be boosted.

This is not to say that other bit depths are irrelevant or useless or not pretty. Each style has its own advantages and strengths and weaknesses, and each should be used properly.
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XMark
Guitar playin' black mage


Joined: 30 May 2002
Posts: 870
Location: New Westminster, BC, Canada

PostPosted: Mon Feb 03, 2014 9:53 pm    Post subject: [quote]

I'm definitely not sticking to the 3 color per sprite limit, or any of the more finnicky limitations of NES hardware. The palette choice is strictly aesthetic. I'm assuming the entire NES palette is available at all times.

At the moment, I'm planning on working on this completely by myself, though I may consider taking on other people after the demo release.

A big part of my decision is that I hate it when I get people involved in a project and then abandon it later on. I need to convince myself that this project will get completed before I consider bringing anyone in again.
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Mark Hall
Abstract Productions
I PLAYS THE MUSIC THAT MAKES THE PEOPLES FALL DOWN!
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tcaudilllg
Dragonmaster


Joined: 20 Jun 2002
Posts: 1731
Location: Cedar Bluff, VA

PostPosted: Tue Feb 04, 2014 4:23 am    Post subject: [quote]

There is a Zelda Classic tileset which uses the colors as you describe.

http://www.purezc.net/index.php?page=tilesets&id=84

Pretty nice, I'd say.

Was this your inspiration?
http://www.duelinganalogs.com/article/the-nes-that-never-was/

I still have a soft spot for the EGA palette.
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XMark
Guitar playin' black mage


Joined: 30 May 2002
Posts: 870
Location: New Westminster, BC, Canada

PostPosted: Tue Feb 04, 2014 12:28 pm    Post subject: [quote]


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Mark Hall
Abstract Productions
I PLAYS THE MUSIC THAT MAKES THE PEOPLES FALL DOWN!
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tcaudilllg
Dragonmaster


Joined: 20 Jun 2002
Posts: 1731
Location: Cedar Bluff, VA

PostPosted: Tue Feb 04, 2014 7:24 pm    Post subject: [quote]

Lookin' good.
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XMark
Guitar playin' black mage


Joined: 30 May 2002
Posts: 870
Location: New Westminster, BC, Canada

PostPosted: Fri Feb 07, 2014 6:18 pm    Post subject: [quote]

tcaudilllg wrote:
There is a Zelda Classic tileset which uses the colors as you describe.

http://www.purezc.net/index.php?page=tilesets&id=84

Pretty nice, I'd say.

Was this your inspiration?
http://www.duelinganalogs.com/article/the-nes-that-never-was/

I still have a soft spot for the EGA palette.


Yeah, I was looking at that exact article when I was searching around for info on the NES palette.
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Mark Hall
Abstract Productions
I PLAYS THE MUSIC THAT MAKES THE PEOPLES FALL DOWN!
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tcaudilllg
Dragonmaster


Joined: 20 Jun 2002
Posts: 1731
Location: Cedar Bluff, VA

PostPosted: Fri Feb 07, 2014 11:06 pm    Post subject: [quote]

What is your agenda?
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XMark
Guitar playin' black mage


Joined: 30 May 2002
Posts: 870
Location: New Westminster, BC, Canada

PostPosted: Tue Feb 11, 2014 6:51 am    Post subject: [quote]

Not sure what you mean by "Agenda".
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Mark Hall
Abstract Productions
I PLAYS THE MUSIC THAT MAKES THE PEOPLES FALL DOWN!
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tcaudilllg
Dragonmaster


Joined: 20 Jun 2002
Posts: 1731
Location: Cedar Bluff, VA

PostPosted: Wed Feb 12, 2014 3:35 am    Post subject: [quote]

I mean what are your trying to convey in the story? What values do you mean to promulgate?
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XMark
Guitar playin' black mage


Joined: 30 May 2002
Posts: 870
Location: New Westminster, BC, Canada

PostPosted: Thu Feb 13, 2014 8:18 pm    Post subject: [quote]

The central theme is the interaction between human nature and technology, and how it can be used for good or abused for evil. I guess the theme is very similar to that of Final Fantasy 6, except that it takes place in our own world long after a nuclear apocalypse.
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Mark Hall
Abstract Productions
I PLAYS THE MUSIC THAT MAKES THE PEOPLES FALL DOWN!
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XMark
Guitar playin' black mage


Joined: 30 May 2002
Posts: 870
Location: New Westminster, BC, Canada

PostPosted: Fri Feb 21, 2014 8:39 pm    Post subject: [quote]

Okay, engine is almost ready, and I'll be shifting into making game content through the last week of this month.

I'm rethinking my decision to stick with the NES palette. One weakness it has in particular is with realistic skin tones. There's literally only one possible dark skin tone that looks anything like normal, for example.

Also, I think I'd like to apply subtle shading effects and use semi-transparency and stuff like that.
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Mark Hall
Abstract Productions
I PLAYS THE MUSIC THAT MAKES THE PEOPLES FALL DOWN!
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tcaudilllg
Dragonmaster


Joined: 20 Jun 2002
Posts: 1731
Location: Cedar Bluff, VA

PostPosted: Sun Feb 23, 2014 4:00 pm    Post subject: [quote]

I can understand the fascination with limited palettes. Only people who are very witty and bursting with spontaneous creativity can just grab a hue and run with it. Most people need more structure. I've found that I feel most comfortable with a base 8 palette, which has 8 shades across 64 hues. That gives me pretty much all the color depth I need for spriting, at least.
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tcaudilllg
Dragonmaster


Joined: 20 Jun 2002
Posts: 1731
Location: Cedar Bluff, VA

PostPosted: Mon Feb 24, 2014 7:44 pm    Post subject: [quote]

I created a simple palette gen tool in HTML 5.

Code:


<HTML><head><title>Palette Generator</title>

<script>


function generatePalette (factor) {

   var width = parseInt(Width.value);
   var height = parseInt(Height.value);
   
   var colorCount = (factor * width) + (factor * width);
   
   step = Math.floor(256 / factor);

   var palWidth = 0;
   for (var i = 0; i < 257; i += step) {
      for (var i2 = 0; i2 < 257; i2 += step) {
         palWidth++;
      }
   }
      
   paletteCanvas.width = palWidth * width;
   paletteCanvas.height = height * (factor + 1);

   var x = 0;
   var y = 0;

   for (red = 0; red < 257; red += step) {
   
      for (green = 0; green < 257; green += step) {
   
         for (blue = 0; blue < 257; blue += step) {

            paletteCanvas.context.fillStyle = "rgb(" + red + ", " + green + ", " + blue + ")";
            paletteCanvas.context.fillRect(x, y, width, height);
            x += width;
            //alert();
         }
      
      }
      x = 0;
      y += height;
    
   }
   
}


</script></head>


Factor <input> Width <input> Height <input>

<input>
<input>
<br>
<div>
<canvas></canvas><script>paletteCanvas.context = paletteCanvas.getContext("2d");</script>

</div>


</HTML>



Edit: It's not gonna let me post it, unfortunately. Gimme your email and I'll send you the source.
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