Oh you mean projectiles jbabyy? I didn't do any specifically for this guy - lots of generic projectile designs would work... If you take the green ones from here (https://opengameart.org/content/super-dead-space-gunner-merc-redux-platf...) and recolour them blue then they ought to work ok. The blue ones from there won't work that well with this guy, though.
That's a nice variety of rocky worlds with atmosphere and no rings.
Is this the original resolution? It would be worth uploading higher res versions if available.
I see that there are at least two different disc sizes for the planets even though the images sizes are the same. So I guess it can't be one base size for all of them?
More varied rocky worlds without atmosphere, and gas giants, would be a good extension. And, if lunarcell has any facility for doing ring systems, OGA is especially hurting for ringed planets!
Easy to do in gimp - change the image mode to Indexed and choose the dithering method. Gimp does both the palette reduction and the dithering using algorithms that were invented in the 70s. The one I used there is "positioned" dithering, which is also the easiest one to do by hand, so there is a lot of pixel art which is hand-dithered using that technique too.
16-bit game art looks the way it does because of the limitations that were imposed on games running on that era of hardware: the low screen resolutions, and a low, fixed number of different colours on screen at once. Megadrive and SNES games were usually at a 320x240 screen resolution; PAL Amiga games were at 320x256. Art for Megadrive games usually had to be limited to having no more than 32 different colours on the screen at once (and I think it may have been only 9-bit colour, while the Amiga used 12-bit colour). SNES games could have 128 colours on screen at once, and Neo Geo games could have 256. So to get that kind of look, you re-impose some similar limitations.
Preserving any of the detail in this image - especially on the face - at lower sizes looks to me like it would require a lot of manual post-editing. To scale down well to smaller sizes without manual work, the original needs to be drawn with wider brushes, to avoid creating high-frequency detail. The large character pictures on surt's CC0 thread are a great example of how to do that.
Nice. There are a few beauties here.
Same license (CC0). Just the same frames made into gif form.
jbabyy - here's the fireball I linked to above, recoloured to match this character's shooting flash.
This particular sprite was one that I originally did completely from scratch, so OGA-BY 3.0 (or later) for these.
Added a crouch frame, for when enemies annoyingly send projectiles at head height. Can probably also be used to add emphasis to jumps.
Oh you mean projectiles jbabyy? I didn't do any specifically for this guy - lots of generic projectile designs would work... If you take the green ones from here (https://opengameart.org/content/super-dead-space-gunner-merc-redux-platf...) and recolour them blue then they ought to work ok. The blue ones from there won't work that well with this guy, though.
I made a 16-bit-style protagonist character based on this guy.
https://opengameart.org/content/platform-shmup-hero-sir-blastalot
Sadly not. I only wish I had time to actually make games nowadays :(
I have to hope that someone else will make it.
That's a nice variety of rocky worlds with atmosphere and no rings.
Is this the original resolution? It would be worth uploading higher res versions if available.
I see that there are at least two different disc sizes for the planets even though the images sizes are the same. So I guess it can't be one base size for all of them?
More varied rocky worlds without atmosphere, and gas giants, would be a good extension. And, if lunarcell has any facility for doing ring systems, OGA is especially hurting for ringed planets!
Easy to do in gimp - change the image mode to Indexed and choose the dithering method. Gimp does both the palette reduction and the dithering using algorithms that were invented in the 70s. The one I used there is "positioned" dithering, which is also the easiest one to do by hand, so there is a lot of pixel art which is hand-dithered using that technique too.
16-bit game art looks the way it does because of the limitations that were imposed on games running on that era of hardware: the low screen resolutions, and a low, fixed number of different colours on screen at once. Megadrive and SNES games were usually at a 320x240 screen resolution; PAL Amiga games were at 320x256. Art for Megadrive games usually had to be limited to having no more than 32 different colours on the screen at once (and I think it may have been only 9-bit colour, while the Amiga used 12-bit colour). SNES games could have 128 colours on screen at once, and Neo Geo games could have 256. So to get that kind of look, you re-impose some similar limitations.
Here's two very quick ones.
Preserving any of the detail in this image - especially on the face - at lower sizes looks to me like it would require a lot of manual post-editing. To scale down well to smaller sizes without manual work, the original needs to be drawn with wider brushes, to avoid creating high-frequency detail. The large character pictures on surt's CC0 thread are a great example of how to do that.
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