I Drew this in illistator and i'm not sure if it looks more 8 bit or 16 bit. What do you think
I Drew this in illistator and i'm not sure if it looks more 8 bit or 16 bit. What do you think
At 5/5/13 12:31 AM, iWarpStudios wrote: I Drew this in illistator and i'm not sure if it looks more 8 bit or 16 bit. What do you think
honest reply: there are very few "8-bit" or "16-bit" flash games that would run on a comodore 64. The only really relevant question is whether your tiles are 8x8 or 16x16 or 32x32 or 64x64
At 5/5/13 12:31 AM, iWarpStudios wrote: I Drew this in illistator and i'm not sure if it looks more 8 bit or 16 bit. What do you think
8-bit and 16-bit has more to do with the colours than with the amount of pixels.
Boop the snoot
Thanks but i not trying to make a C64 game (Although i would really love to) I'm trying to make a flash game with Snes Like Graphics
At 5/5/13 10:31 AM, iWarpStudios wrote: Thanks but i not trying to make a C64 game (Although i would really love to) I'm trying to make a flash game with Snes Like Graphics
If you want to make a game with SNES style graphics, I highly recommend that you use a raster program rather than a vector program.
I'm assuming you have one of those because it's probably the most common sort of image editing format thing out there.
In any case, SNES games use a 15 bit RBG pallete, which means you're limited to these colors.
You're allowed to use 15 colors per sprite, plus one color for the background that is transparent or whatever, don't ask for a detailed explanation on this shit, I just googled it, and I've done sprite editing exactly once and that was for GBA color requirements.
In what you posted, you've used ten colors. That's fine and all, but you could stick five more in there and make it look a whole lot better.
Also, as a suggestion, put some of those shading pixels under your guy's chin, he looks like a snail.
I have nothing to say that is at all relevant.