Kullenburg: Thanks! That definitely shows it's form off a lot more. I will probably try to make a version similar to that, that doesn't use too many tiles.
Kasumi: I think to be safe, I push the limits of of the standard, non epic cartridges. The 16x16 region is a unique restriction that I would like to learn to work under, rather than throw in the towel and go for the epic.
That seems like it would be enough. There would probably only be a few different enemy types and a boss or two. But yes, let us not get ahead of ourselves there x]
Man, I really thought you could help me out on that one. His stance is pretty is pretty iconic for the scene. Maybe during the cutscene only he would be a combination of background and sprite, and then during battle he could change to all sprite with a better positioned sword? Or this could just be a net presentation version and I alter the sword angle for the sprite in the " real" version.
I was actually going to ask you if you had an easy to use tile counter for images like this? I also would like to make things fit in the 256 tile limit ( I would probably make a version with text done the easy way to run through it). If I can get the screen to be 256 or less always, then the handling of the portraits would be much easier.
I made a more Television Safe version, the sides aren't too much of a problem. Please don't make me move anything else though
The health and stamina bars going off screen don't matter too much as you would still have the numerical readings easily in sight.
I wasn't so much asking for the sword alone using 8x16 sprites, but rather the characters themselves. But it does sound very complex and other than the scanline limit, amount of sprites is not currently a problem, nor would it be the way I would intend things.
From doing a lot of GBC mockups, I've always wondered how sprites and tiles work. Are they essentially the same except sprites are transparent? Or are there any interesting differences/ limitation that one can do and not the other? Also related, I've seen some games actually utilizing a screenshake effect. How is that done exactly? If I remember correctly, i've seen it done two ways, where the sprites stay still, or also move along with the screen, but I may be making that up in my head.
I don't know if that wink is just the standard " isn't it always" wink, or an invitation, but if you might happen to know a berserk fan/ NES programmer, you should definitely link them this thread
Thanks again for chiming in. I plan to make a boss encounter scene which should be chock full of issues as well.