Show off your graphics!
Moderators: Bob the Hamster, marionline, SDHawk
Hello! Very neat.
Yes, based on the screenshot of Drydocks posted in the other thread, that backdrop is used as... a backdrop, behind a menu (as oppose to behind other graphics). That means you can find an optimal 256 colour palette for the backdrop (the result should be almost indistinguishable from the original image) and then import it with a new master palette. Use the "load palette" command to switch to the special palette before displaying the menu, then switch back.
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kylekrack: I like it. I think the mixed styles works.
Foxley: looks cool! Good at see at least one unreleased hotohr game is still kicking! The way that black 'overhead' overhangs that chasm without anything beneath it looks pretty odd though.
Yes, based on the screenshot of Drydocks posted in the other thread, that backdrop is used as... a backdrop, behind a menu (as oppose to behind other graphics). That means you can find an optimal 256 colour palette for the backdrop (the result should be almost indistinguishable from the original image) and then import it with a new master palette. Use the "load palette" command to switch to the special palette before displaying the menu, then switch back.
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kylekrack: I like it. I think the mixed styles works.
Foxley: looks cool! Good at see at least one unreleased hotohr game is still kicking! The way that black 'overhead' overhangs that chasm without anything beneath it looks pretty odd though.
- Froginator
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Looks like you've fixed the one thing that I had issues with graphics-wise--the map graphics were great and then in-battle it's like... "aww, they're just walkabouts? so no huge goofy monsters then?"
These are a massive improvement--using a bigger sprite than 20x20 just lets things have way more personality to them.
These are a massive improvement--using a bigger sprite than 20x20 just lets things have way more personality to them.
FYS:AHS -- Swapping out some step-on NPCs for zones + each step script
Puckamon -- Not until the reserve party is expanded.[/size]
Puckamon -- Not until the reserve party is expanded.[/size]
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AMAZING! SILHOUETTES!Valigarmander wrote:GENTLEMEN, BEHOLD!
SILHOUETTES!
Heh, I am curious as to where you're going to go with this though
Last edited by BMR on Mon Feb 23, 2015 6:22 am, edited 1 time in total.
Being from the third world, I reserve the right to speak in the third person.
Using Editor version wip 20170527 gfx_sdl+fb music_sdl
Using Editor version wip 20170527 gfx_sdl+fb music_sdl
Mogri wrote:That's a really nice style. The import doesn't do it justice; you might consider adding an extra palette to your game in order to display it better.
Thanks for the advice!TMC wrote:Yes, based on the screenshot of Drydocks posted in the other thread, that backdrop is used as... a backdrop, behind a menu (as oppose to behind other graphics). That means you can find an optimal 256 colour palette for the backdrop (the result should be almost indistinguishable from the original image) and then import it with a new master palette. Use the "load palette" command to switch to the special palette before displaying the menu, then switch back.
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Some Enemy sketches which I drew by hand and then scanned.
Well... basically these are no graphics.. but they will be in The Pumpkin Warriors!

Tell me which one you like the most! ;D
Well... basically these are no graphics.. but they will be in The Pumpkin Warriors!

Tell me which one you like the most! ;D
Last edited by Froginator on Thu Feb 26, 2015 9:50 am, edited 1 time in total.
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