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Hamster? comparison. Had to reduce it to 16x16 for attribute and tile budget reasons.
Inspired by @h3xmode's awesome pixel art I wanted to see what could be done with 6 colors on a 16x32 sprite on the #NES. So in 8x16 mode that's 8 sprites and 2 palettes for Alucard. The backgrounds are of course the legendary ones by Thaddeus. #pixelart #castlevania
We've only been waiting 26 years for this, no big deal. #NintendoDirect #SmashBrosUltimate
One of those days when I wanted to keep on coding. But I gotta go to sleep! See you tomorrow.
The effect is of course present in the arcade game during a cutscene.
I've just made the changes to 8x16 sprite mode. Now with 4 enemies. When they're strategically positioned like this it doesn't flicker, but in regular gameplay it should be a flickerfest of sorts with 2 players and many enemies. Anyway, 8x16 mode is awesome. #nesdev
Not using any fancy tricks even. Just MMC3 mapper. Sprites are in 8x8 mode which is not ideal, should be 8x16. But even at 8x8 four characters will fit. So yeah, very doable!
@FXRetro_ It is not possible to mix 8x8 with 8x16 modes within the same frame. In practical terms, you should probably switch the sprite mode between scenes only. So in your case you could use 8x16 arranged like this.