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@jannone My personal favourite trick is to use either just B to make things seem cold or depressing, or R+G to simulate "golden hour" light. But if you design your palettes and tiles after the bits, you can get a variety of moods. Here are some i've used.
Sacred pool. Repost. Authentic NES graphics.
The blue-greenish tint below the surface achieved by setting the B & G emphasis bits of the PPU mask in the middle of rendering.
I'm not inactive, just busy & productive offline!
Meanwhile, have a look at some previous work.
Spooky season has begun.
Been a while and i've grown in followership (hi everyone!) so here's my introduction & a chance for new followers to catch up!
I'm Ellen and i make both NES displayable graphics, NES music, and games. Sometimes with others in collab, sometimes by myself.
@NewFray You can, though somewhat coarsely. The normal/practical case would be doing it in hBlank time; between scanlines, even though it's a bit freer.
The effect will be subtle & it can be difficult to design a palette set that will look nice for both. Here, i did it to tint the water
Tuesday repost. Ruins looking over the lake. For Project "Borscht"; real NES graphics for a new NES game in the making. 4 by 2 screens.
#pixelart #retrogaming #NES
Monday repost of the abbey wall for project "Borscht".
Legit NES graphics. Employs a subtle palette swap once the main building has scrolled out of view.
#NES #retrogames
So, i often of comments that are both very positive and sometimes in disbelief.
"Can this really run on the NES?", "16bit", "SFX chip?"
I'm very happy about that. It's been my sport all this time: to, in a game context, demonstrate what NES games & GFX can be.
A mega-thread.