mockups for new gamebuino

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Re: mockups for new gamebuino

Postby Drakker » Sat May 27, 2017 11:14 am

Well, it will all be in the contrast. Everything that moves will have to use the brightest colors, and things the player is expected to collide with will also have to use the brightest colors. It seems that it will just be a mental shift, really, look at old NES screen shots, they have bright backgrounds, but the things the player collides with are also using contrasting colors.

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Re: mockups for new gamebuino

Postby erico » Sat May 27, 2017 3:18 pm

True, also, the movement itself would help split the objects.

Nice one adekto! I like the light through the windows.
Played a lot of that ages ago.
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Re: mockups for new gamebuino

Postby Drakker » Sat May 27, 2017 7:03 pm

This is really working pretty well... even on my super bright display. This is quite promising actually.

castle_dude_2_v1.png
castle_dude_2_v1.png (2.29 KiB) Viewed 238516 times


castle_dude_2_v1-big.png
castle_dude_2_v1-big.png (3.29 KiB) Viewed 238516 times
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Re: mockups for new gamebuino

Postby adekto » Sat May 27, 2017 9:24 pm

wow thats looking super, i kinda wanna play that now XD
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Re: mockups for new gamebuino

Postby adekto » Sat May 27, 2017 9:54 pm

belmondwalkx2.gif
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:? not sure if im doing this right but i used the originals as reference
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Re: mockups for new gamebuino

Postby Drakker » Sun May 28, 2017 5:10 pm

Nice! But there is something weird with the hand it seems to stay in place over two frames...

I've looked a lot at NES / Sega / Game gear games in the last few days and I realized something... hardly any game ever uses yellow. It's almost always substituted for beige. It could be worth it to replace yellow with another color depending on the game context. For the Castlevania style dark games, changing yellow for a dark purplish red would be better, and for something bright like Kirby, changing yellow for bright pink would be great.

Edit: tweaked the last mockup a bit, the castle looked way too new.

castle_dude_2_v2.png
castle_dude_2_v2.png (2.7 KiB) Viewed 238500 times


castle_dude_2_v2-big.png
castle_dude_2_v2-big.png (3.74 KiB) Viewed 238500 times
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Re: mockups for new gamebuino

Postby adekto » Mon May 29, 2017 11:43 am

well from what i have used with these types of lcd modules the yellow is always more of an orange i assume it has to do with the 565 rgb bit packing
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Re: mockups for new gamebuino

Postby Drakker » Tue May 30, 2017 1:41 am

The 565 thing doesn't prevent display of a pure yellow, it just means that there are more steps in the green ladder than in the red and blue. Not using yellow seems to have been a deliberate choice...

I gave the old treatment to the first scene. This is getting closer to what a finished product should look like.

castle_dude_v3.png
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castle_dude_v3-big.png
castle_dude_v3-big.png (3.73 KiB) Viewed 238474 times
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Re: mockups for new gamebuino

Postby erico » Sat Jun 03, 2017 4:02 pm

I have been coding a slightly higher resolution of this game...quickly made a Gamebuino 2 mockup.
Which game is this? Beware it is age telling. :D
BT.png
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edit: forgot the ladders...
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Re: mockups for new gamebuino

Postby Myndale » Sat Jun 03, 2017 11:12 pm

Lol, spotted it immediately, sad to say. :D

You really know how to make each and every one of those pixels count!
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