Had some fun inventing a new character for this space project. What do you think? Is it a robot or a person in a suit? ;) It's #MegaDrive compliant, only 14 colors at the moment. #PixelArt #IndieDev #RetroGames #SciFiArt

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More from Corey_at_BitBeam

Due to having only one background layer and limited sprites, on 8-bit consoles you had to use a lot of solid color areas to make complex screens, such as #RPG battles. That's why most of these games had a solid black background for battles (especially on the NES). This is an early experiment where I attempted to mitigate this issue with some surrounding environment drawn in. But, I felt the battles deserved to look better, hence my ideas for taking this into 16-bit territory. Also......I was never happy with that vulture. ;) #MasterSystem #MegaDrive #IndieDev #PixelArt

75 views · Mar 15th

While experimenting with #MasterSystem graphics for this #RPG, I definitely felt the need to see what would be possible for cutscene-like graphics on such a limited system. Although the SMS would be perfectly capable of very large images, the trick would be fitting the graphics on the cartridge, and how much space should be dedicated to that vs. the in-game graphics. #PixelArt #IndieDev #Sega

71 views · Mar 12th

Here are some portraits created for said #Undead #RPG. It was challenging making all of them within one 16-color palette, which could also be shared with the in-map sprites as well, due to the possibility of mixing and matching them on any given screen. There are many more of these portraits. #PixelArt #IndieDev #RetroGames

65 views · Mar 10th

More from Corey_at_BitBeam

Due to having only one background layer and limited sprites, on 8-bit consoles you had to use a lot of solid color areas to make complex screens, such as #RPG battles. That's why most of these games had a solid black background for battles (especially on the NES). This is an early experiment where I attempted to mitigate this issue with some surrounding environment drawn in. But, I felt the battles deserved to look better, hence my ideas for taking this into 16-bit territory. Also......I was never happy with that vulture. ;) #MasterSystem #MegaDrive #IndieDev #PixelArt

75 views · Mar 15th

While experimenting with #MasterSystem graphics for this #RPG, I definitely felt the need to see what would be possible for cutscene-like graphics on such a limited system. Although the SMS would be perfectly capable of very large images, the trick would be fitting the graphics on the cartridge, and how much space should be dedicated to that vs. the in-game graphics. #PixelArt #IndieDev #Sega

71 views · Mar 12th

Here are some portraits created for said #Undead #RPG. It was challenging making all of them within one 16-color palette, which could also be shared with the in-map sprites as well, due to the possibility of mixing and matching them on any given screen. There are many more of these portraits. #PixelArt #IndieDev #RetroGames

65 views · Mar 10th