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Jan 26, 2020 2:21 AM Dunkelschwamm Asset: Great Tiger (Super Punch-Out!!-Style) Your work on these has been excellent. Just really fantastic, consistent quality work.
Jan 26, 2020 2:12 AM Super Piter Asset: Winged Anchovy OOPS. There is a small mistake here. You can't credit yourself if you didn't make the sprites. Why is this a common mistake everybody does?
Jan 26, 2020 2:10 AM Super Piter Game: Pizza Tower Wohohohoa! What is this?
Jan 26, 2020 2:03 AM Super Piter Asset: Peppibot and Cheese Peppibot This enemy crashes the SAGE 2019 Demo. ROLF
Jan 26, 2020 1:39 AM Random Talking Bush Game: Pizza Tower Might as well make this a general "Demo" section instead since a lot of this stuff isn't even used in the SAGE demo in the first place.
Jan 26, 2020 1:21 AM Super Piter Asset: Fake Peppino (Demo) Welp, GOLF exists, press F9, bamn.
Jan 26, 2020 12:51 AM shadowman44 Asset: Link This honestly looks like a ben drowned fangame
Jan 26, 2020 12:46 AM Gorilli09 Asset: Donk-Donk 3D Donk-Donk
3D Donk-Donk
Jan 25, 2020 11:55 PM tannermanner Asset: Font & Menu I did not expect a unused sprite to be here
Jan 25, 2020 10:58 PM Sonicfan32 Asset: Sonic the Hedgehog Just noticed some sprites still have some coloring errors with the swapped greys (such as in the Continue and Fan/Grabbed sprites)
Jan 25, 2020 10:51 PM Random Talking Bush Asset: Enemies (Stage 1: Dragon Valley) Added all of their respective sprites from the demo versions and fixed a couple of things.
Jan 25, 2020 10:49 PM Dolphman Asset: Goblin Slayer (Zelda 2-Style) "The Triforce is good for killing goblins!"
Jan 25, 2020 9:13 PM FungiCaptain Asset: Classic Incorrectly scaled sprites (not the rippers fault, its Namco's) hurt to see.
Jan 25, 2020 8:56 PM BoogeySpriter Asset: Portraits Golden Great Ape Gohan and Vegeta.
Jan 25, 2020 6:03 PM fedevera11 Asset: Sans (Deltarune Battle-Style) Time to use it
Jan 25, 2020 5:42 PM BRD-Senpai Asset: Goomba I'm going to wager a guess and say that these sprites were modeled after the ones from Super Princess Peach.
Jan 25, 2020 2:47 PM segamkiii Asset: Mighty MI-TEE!!
Jan 25, 2020 6:22 AM Random Talking Bush Asset: Enemies (Stage 6A: Trap Hideout) Added Totematic (since it counts as an enemy internally), and a few more unused sprites.
Jan 25, 2020 5:03 AM Random Talking Bush Asset: Milla Basset (Demo Ver.) Added a bunch of missing sprites.
Jan 25, 2020 12:27 AM Random Talking Bush Asset: Neera Li Added her (unused) sprites from demo v1.12.
Jan 24, 2020 11:35 PM Random Talking Bush Asset: Prince Dail Added his (unused) sprites from demo v1.12.
Jan 24, 2020 11:34 PM SMarioMan Asset: Mario Brothers Which game in the series actually uses these alternate color palettes? I've tried several Wii U dumps in a multiplayer emulator. They work fine, but they have the same classic colors.
Jan 24, 2020 11:04 PM Random Talking Bush Asset: NPCs Added a bunch more unused / demo version sprites for the King, Gong, and the Mercs.
Jan 24, 2020 10:54 PM Deno Asset: Sonic (Sonic 1-Style, Expanded) I named it that because it started with that one sprite. Also, I liked the name MC Sonic. The name given by TSR at first was literally Sonic (Sonic 1 Style) (Expanded) When I as well as others disagreed with that name as I didn't make this sheet to be Sonic 1 Styled.
Originally the name I wanted for this sheet was McSonic because haha mcsonalds, and I decided I wanted to keep that name but slightly editted to be MC Sonic.
Jan 24, 2020 10:10 PM GigaX Asset: Fuse Man (NES-Style) NES sprites are limited to three colors each. The reason Megaman himself has five (and a redundant black) is because his face is a separate sprite from his body, sitting on top of transparent pixels. Any NES Robot Master with more than three colors is also using layering, giving its smallest part the extra sprite, to save on scanline usage, because there can only be eight sprites drawn on any given scanline at a time. Every single Robot Master from Megaman 6 is a good example of this layering; sometimes it's obvious, sometimes not.

It would be fairly difficult for this sprite to save scanline space, given that no matter which color you choose for the layering, your layered sprite will have to be nearly the entire height of the art. And, ignoring that, you've completely disregarded the NES' palette. The yellows on the NES are more orange, slightly darker, and in the case of the lightest shade, much less vibrant - there is no good yellow on the NES.

Don't get me wrong, this is a stellar work of art; but it's not very viable as an NES sprite. If you compared it to any of the Game Gear sprites, this would win every time. Compare it to Wily Wars, and at worst it ties in quality, lacking only some shading in the blues on Fuse's body. Additionally, your categorization doesn't even specify that it's for the NES - just that it's for a properly configured 8-bit system, which, while one that would support this sprite and still function reasonably well doesn't exist, it's not necessarily wrong.

Finally, to respond to the idea that "shading techniques aren't a system limitation" - you are wrong. I'll say it again; NES sprites are limited to three colors plus one transparent color, and eight sprites per scanline. If you have Megaman, his face, three buster shots, Metalman, his eyes, and three Metal Blades, all in a horizontal row, that's ten sprites. The rightmost sprites on that horizontal row won't get drawn. Additionally, there is a very strict palette you need to adhere to. (which you can find here: https://en.wikipedia.org/wiki/List_of_video_game_console_palettes#NES) If you want to call your sprite NES-ready, it has to take all of those rules into consideration. SNES sprites can have 15 colors plus transparency each, and it can generate whatever color you want for each of those 15, plus NES style layering, plus the four background layers of color, plus the four object layers. Genesis sprites have similar limitations. Thus, people are much more free with what they'd be allowed to draw on those systems. Anything later than SNES or Genesis (so PS1 and on) has basically no limit on how many colors can be displayed at once.
Jan 24, 2020 9:30 PM Random Talking Bush Asset: Sash Lilac (Hedgehog, Demo v1.0/v1.1) Slight update, added the Continue Countdown (dunno how I missed that) and since her Stage Clear animation in v1.0 was different than v1.1's, I've included that too.
Jan 24, 2020 7:40 PM Chrisario64 Asset: Mario Elements Void-the-Bat The fireballs appear when fire mario is on screen. You can press a button to shoot fireballs while the software is downloading.
Jan 24, 2020 7:05 PM Depressed Mario Game: Kirby's Dream Land 3 here's The Old Thumbnail if you didn't remember:
Posted Image
Jan 24, 2020 6:10 PM segamkiii Asset: Pig Mask Army "Pig Mask" my god this hurts to read
Jan 24, 2020 5:52 PM Random Talking Bush Asset: Peppibot and Cheese Peppibot ...but if it's not in the released build of the game (in this case, the "SAGE 2019 Demo"), without modifying the game in some way, then it's unused, correct?
Jan 24, 2020 5:38 PM Super Piter Asset: Peppibot and Cheese Peppibot ACTUALLY they are not unused because the FACTORY LEVEL IS GONNA BE IN THE GAME.
Jan 24, 2020 5:36 PM Dazz Asset: Protagonists Yay!
Jan 24, 2020 4:14 PM Dolphman Asset: Dr. Robotnik (SatAM) @Flaming Kirby Wrong Robotnik. :P
Jan 24, 2020 4:04 PM Flaming Kirby Asset: Dr. Robotnik (SatAM) Pingas
Jan 24, 2020 4:03 PM Ton Asset: Character Symbols @KoaPlay I stand corrected.
Jan 24, 2020 4:03 PM Flaming Kirby Asset: Dr. Robotnik (SatAM, SegaSonic Bros-Style) Pingas
Jan 24, 2020 4:01 PM Flaming Kirby Asset: Geno (Super Mario Bros. 1 NES-Style) Geno for Mario Maker 2!
Jan 24, 2020 3:42 PM Ton Asset: Sonic (Sonic 1-Style, Expanded) Can anyone tell me why this sheet is called "MC Sonic"? Outside of that one sprite on the thumbnail, I don't see any reason why it should be.
Jan 24, 2020 3:05 PM Flaming Kirby Game: Pokémon Crystal It’s a bunghole with some Unowns
Jan 24, 2020 2:53 PM SonicStorm478 Game: Final Fantasy: Brave Exvius The fact that they still haven't added any Chrono series characters to this game baffles me to be honest.
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