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this is really outstanding! you put so much thought into the GB limitations and honestly, for all you say these backgrounds aren't "graceful" in the description, i disagree! this is a great exploration of how you could achieve greater scene fidelity while still sticking to the limitations. you got a lot of mileage out of the 4 colour limitations for the sprites, and i really like how you showed all your explorations of different ways to achieve it! good job, and great silhouettes on your sprite redesigns!
I really like how in the piece with Mewtwo and Charizard they have the white box around them, trying to emulate the box-sprite size thing that the gameboy did
Idk if that make sense but I really appreciate that detail, nice work all around tho :)
Yeah, I get what you mean. The GB and GBC had limited palettes to work with, so there were often compromises, like how the trees in Link's Awakening would often be drawn inside a white (or yellow, in DX) box, simply because the palette and scanline limit simply didn't allow for complicated stuff like drawing grass graphics under the tree graphic.
If you're ever interested, you should hit up the Commercial Critique area on Pixelation.org -- https://pixelation.org/index.php?board=16.0 -- because there are cool threads dissecting the graphical limits of the NES and Game Boy and the like. It can help people who are interested in doing their own mockups. Ditto Spriter's Resource -- https://www.spriters-resource.com/ -- you can study spritesheets of games without a TV filter getting in the way.
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