Skip to main content

User login

What is OpenID?
  • Log in using OpenID
  • Cancel OpenID login
  • Create new account
  • Request new password
Register
  • Home
  • Browse
    • 2D Art
    • 3D Art
    • Concept Art
    • Textures
    • Music
    • Sound Effects
    • Documents
    • Featured Tutorials
  • Submit Art
  • Collect
    • My Collections
    • Art Collections
  • Forums
  • FAQ
  • Leaderboards
    • All Time
      • Total Points
      • Comments
      • Favorites (All)
      • Favorites (2D)
      • Favorites (3D)
      • Favorites (Concept Art)
      • Favorites (Music)
      • Favorites (Sound)
      • Favorites (Textures)
    • Weekly
      • Total Points
      • Comments
      • Favorites (All)
      • Favorites (2D)
      • Favorites (3D)
      • Favorites (Concept Art)
      • Favorites (Music)
      • Favorites (Sound)
      • Favorites (Textures)
  • ❤ Donate

Redshrike's RPG enemies, NES version

Author: 
devurandom
Monday, January 28, 2013 - 08:34
Collaborators: 
Redshrike
Art Type: 
2D Art
Tags: 
NES
RPG
enemies
Battle
License(s): 
CC-BY-SA 3.0
GPL 3.0
Collections: 
  • 2D::Profile::Creature
  • 8bit
  • A Pixel Art Collection
  • Battler
  • Character - Static - Art Collection
  • Enemies and characters (Pixel Art)
  • Frostcrest winter jam 2022 scouting
  • long licence fantasy modern game
  • NES-like
  • Pixel Art - JRPG
  • Tuxemon
  • Type - Character Sprites
Favorites: 
28
Share Icons: 
Preview: 
Preview

The following is a version of Redshrike's RPG enemy collection modified to follow the NES' graphical capabilities as closely as possible. Some were recolored a little bit to fit easier, others only had minimal color changes.

Technical info:

* The tiles are intended for a use on a solid black background,

* The tiles are alinged in a 16x16 grid, which is supposed to represent an attribute table grid. As a result of that, the enemies are not aligned (vertically or horizontally) with each other.

* As the NES only allows for 4 colors, including the BG color (black here) on a background layer in a single 16x16 block, some colors will have to be displayed with sprites instead. Such colors, as well as the amount of sprites required, is noted along the image. In areas where background palettes are not obvious, the black is replaced with a different color.

* On a true NES, a selection of enemies used in one encounter will be limited, as it only allows for 4 background palettes and 4 sprite ones (and one of both will probably be used for the interface).

Attribution Instructions: 
Stephen Challener, Matthew Nash, Tunicate, Ben "Cookiez" Potter (with a link to this page: http://cookiez999.deviantart.com/), Charles Gabriel, /usr/share. Also include a link to OpenGameArt.org
File(s): 
in battle sprites 2.PNG in battle sprites 2.PNG 10.1 Kb [4056 download(s)]
  • Log in or register to post comments

Comments

Redshrike
joined 15 years 11 months ago
01/28/2013 - 18:44
Redshrike's picture

I like it!  I'm pretty impressed with how you've managed to maintain the overall look within the restrictions.

  • Log in or register to post comments
devurandom
joined 13 years 3 days ago
01/28/2013 - 20:13

It's not as much about restrictions, as it is about limiting which enemies would appear at one time. For example, the gnu (#12) uses 3 different BG palettes and 15 sprites -- which would make it impossible for other enemies to appear on the screen. The bee (#15) and the ghost (#3) use 2 different BG palettes -- so they would either appear in groups or along with some other simple enemy (such as a bat (#2)). (In fact, as a bee uses three sprite palettes, and the fourth one would probably belong to the interface, it would be impossible to use it in a group with any other enemy using sprites -- only those labeled "no extra" would be allowed.)

  • Log in or register to post comments