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  • Notice: Only variables should be passed by reference in eval() (line 4 of /var/www/sites/opengameart/sites/all/modules/ds/ds.module(969) : eval()'d code).
  • Notice: Only variables should be passed by reference in eval() (line 4 of /var/www/sites/opengameart/sites/all/modules/ds/ds.module(969) : eval()'d code).
  • Notice: Only variables should be passed by reference in eval() (line 4 of /var/www/sites/opengameart/sites/all/modules/ds/ds.module(969) : eval()'d code).

8-Bit

Friday, March 29, 2013 - 15:43
Date Range: 
17 April 2013 to 24 April 2013
Description: 

Make something based around an 8-bit limitation, like chiptunes and 16x16 4 color tiles.

Example:  Any console game from the original NES era.

Winner(s): 
Replenish Life Force Sound
Art Challenge Entries: 
Entry
16x4 tiles
Author: 
FacadeGaikan

Not my best work, not used to such small sizes. Most should tile, and can even be used in 3d games.

Preview: 
Preview
Entry
NES CC0 Graphics #2
Author: 
ETTiNGRiNDER
Preview: 
Preview
Entry
Replenish Life Force Sound
Author: 
qubodup
Preview: 

Comments

InanZen
joined 9 years 6 months ago
Tuesday, April 23, 2013 - 14:51
InanZen's picture

why 4 colors? 8-bit = 256 colors right?

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bart
joined 11 years 1 month ago
Tuesday, April 23, 2013 - 19:24
bart's picture

8-bit color is 256 colors, but while the NES had an 8-bit processor, it did not have 8-bit color.  I believe each 8x8 square had 2-bit color, which amounts to a total of 4 colors, and those colors were selected from a palette of 64 colors (which is why the NES could display more than 4 colors on screen at one time).

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Sharm
joined 10 years 9 months ago
Wednesday, April 24, 2013 - 08:22
Sharm's picture

Sega Master System was an 8 bit console, and it could use up to 16 colors in one tile, but those 16 colors would be the pallet for the entire background.  A different 16 could be used on sprites.  The Atari 2600 could use a total of 128 colors if the TV was NTFS.

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