As I always tell people, I can be strict if I see art that isn't its best, but I never tell to hurt. This, on the other hand, looks really amazing! I'd definitely play it in a heartbeat! Like, the colors definitely display a sort of old classic feel, just as you implied, and it makes me feel as if I'm growing up once more, even if I'm still a teenager who never trukt started on the classic pixels. I actually started with mostly 3D games, but had some like A Link to the Past for the GBA remake, and I recently played sprite games like Mighty Switch Force, Shantae: Risky's Revenge, and Four Swords Anniversary Edition for the 3DS, as well as the classic releases of NES games for the Wii U. I want to start Mega Man on the 3DS, which this really reminded me of, but hear me rambling about games^^
Anyway, this looks amazingly awesome! Will there possibly be a Rings version as well in the future? He's one of my favorites, and if there's anybody a fan could play as, he's definitely a must-have
You mentioned a game of Lara in a journal as a possible idea, and I was thinking... shouldn't such a game involve Lara AND Rings as playable? They're your oldest characters and serve as your mascots to some extent, so they should get equal attention.
Why do I bring this up here over the actual Journal? Because I didn't think of it when I saw your journal on it, and this reminded me.
It looks alright, but not entirely feasible considering how the hardware worked. Just for Lara alone you'd chew up a lot of graphics space, as you could only use 256 8*8 tiles for background graphics and 256 tiles for object graphics. Additionally, you were limited to using a set color palette for background colors in a 2x2 tile space, which greatly stiffles any sort of "fluidity" in graphics. Why do you think so many backgrounds in NES games were so rectangular in shape?
You were limited to 25 colors on screen: 3 colors per palette definition, and 4 palette definitions for backgrounds, and 4 for sprite objects. The extra color is the alpha color, in this case, would be black.
Correction: Lara herself occupies a space of 442 tiles, almost double the amount that is usually available. Additionally, the screen resolution is actually 256x224, not 256x240. That's the maximum resolution, but very rarely are the top and bottom scanlines used to draw anything.
You -could- pull this off with the MMC5, Nintendo's most advanced memory chip, because it will allow you to summon up 16,384 tiles as opposed to just 256, and your background colors were far more flexible, meaning you could define a single tile to use a single palette as opposed to a cluster of 4 tiles.
Additionally, there's this tool called NES Screen Tool that allows you to make your own NES screens, even save it as a ROM.
Ya know something? I was just about to dink around with the image and check these sorts of things myself. Even taking into consideration things like layered tiles (a trick a lot of NES games used), this would be a bit more advanced than your average game could pull off without a secondary chip.
Or alternately, it could be a WiiWare retro game. It didn't seem like Inti Creates really cared about such limitations when they made Mega Man 9/10.
That's probably the only way this could ever come to fruition. NES programming is surprisingly complicated, especially considering there were 800 or so games made for it. Even so, you can see how terribly poor NES games really are compared to "retro" games like Mega Man 9 and 10. It could be because of severe system limitations, it could be because the game mechanics then were relatively ancient, it could be because programmers know jack shit about game design.
well i more or less approached this as i would one of my other drawings, only scaled down. The only times it really seemed harder was when some of my usual tricks wouldn't work so i had to do some thing by hand, like that out line around Lara.
Yeah, BG is the tilemap+tiles(background) on a NES
Such big images would most definitely have to be done mostly in the BG or you would have to flicker all those sprites way too much On a NES a "sprite" is a maximum of 8x16 pixels, so such a big pic would be divided into a whole bunch of sprites.