OneCrudeDude wrote:
Okay, I see green (van, truck), police (bus, car), brown, purple, and yellow. Five palette sets, assuming you could use overlaying.
See, and that's the thing. When I count it up and say there's 8, you don't even believe me. When I say there's more colors than you could even do with overlaying you don't believe me. But that doesn't mean it's not true. That's why this is such an interesting situation to me.
Here it is with the sprite colors crudely scribbled in. See it now? Maybe some of that's supposed to be done with overlays so it's less than 8, but it's more than 12 unique colors. And overlays would just add to a different problem, no?
Quote:
Some of the color differences would be subtle at best, like the arrow next to Paramour not matching any of the previously mentioned colors.
Paramour arrow matches an NPC in the bottom right, and the player's face.
Quote:
And RCR, as you said, exists in NES format, albeit severely compromised.
And as I've also said, someone could totally make Shovel Knight in NES format, albeit severely compromised. So what are we talking about?
Quote:
Shovel Knight probably wouldn't without extreme reworking.
I'd say only graphically (which is a much smaller problem than you'd think), but that's another thing. There's more to the NES than graphical limitations. There's like... a slow CPU. ROM City Rampage exists. If you've ever played it outside the built in emulator of Retro City Rampage, you'd know it runs at half-half frame rate mostly. (It seems like it's designed to run at 30 FPS, not 60 FPS. But mostly runs even slower.) It's probably possible to do better than that, but the essence of Shovel Knight's gameplay wouldn't be hard to do at all. And your problem with its large sprites is an easily solved one. Both of these games run at resolutions larger than 256x240 scaled up. So the bosses in Shovel Knight could be scaled down to fit on that (with everything else scaled proportionally) and you're in business.
The problem with Retro City Rampage that no one seems to notice is that it uses STUPID AMOUNTS of tiles, which is actually much harder to work around than making enemies smaller. Is it still as interesting a game with only 6 different NPCs? 2 different cars? Retro City Rampage doesn't even have the luxury of it being possible to make smaller, everything is already super tiny.
Quote:
Plus, RCR already has dozens of sprites onscreen anyway, well above the NES' limitations allow. It also looks exceptionally cluttered with all those sprites, your screenshot is what I would assume the "max" would be on the hypothetical NES version.
Right I said that. The sprite limit would kill a lot of tense moments that were had in RCR.
Shovel Knight has big stuff. That could be shrunk.
Shovel Knight has multilayer parallaxes. They could be made single layer parallaxes or left out.
Shovel Knight may have gimmicks I'm not thinking about right now.
Retro City Rampage uses boatloads of sprites. That's uh... a big one for this game, sure could still use less but less action then.
Retro City Rampage uses boatloads of sprite TILES on screen at one time. That's the biggest one. I keep mentioning the literally two cars in ROM City Rampage. Potentially could make them have 8 directions instead of 16, though.
DragonDePlatino wrote:
Sigh...Everyone here is missing the point. If your average gamer is playing your game, they're not going to think to themselves "Oh, this screen exceeded the limit of four sprite palettes, and it looks a lot worse because if it."
That's why I defend Shovel Knight. I said earlier Retro City Rampage is a better game for playing fast and loose with the restrictions. Shovel Knight probably is too, specifically because of the parallaxes everyone harps on it for. I'm making an NES platformer myself, and man it's hard to have background decorations that are clearly separate from the foreground. I can even think of one place in Shovel Knight they didn't have a parallax background this and I immediately jumped off and killed myself thinking it was a platform. Heh.
tl;dr: There's more to NES than graphical stuff. I'd have a much easier time making Shovel Knight interesting on NES than Retro City Rampage. I'd probably even have an easier time just getting Shovel Knight's graphics in.