Just finished the 16-bit idle pose (finally figured out a forward-facing design that I'm happy with) and decided to revisit the previous sprites with the new features. Also, ears.
Forgot to mention, 8- and 16-bit Mimeo got downsized. The original sprite looked great by itself but was dwarfed by the scale of the levels. The latter two are now the same size as the 4-bit sprite.
Check the history of the Mimeo tag for more info. As I've said previously, I'm still a long ways off. I'm aiming for console quality and depth and I've never done anything like this before so it could be quite a while before it's finished :)
Shaun great job! I resized this down to a quarter of this size to see what it is going to look like. Awesome. The only thing I don't like about 16-bit mimeo is his eyes. I love the quote style eyes in the previous three and it seems on the fourth, they change.
Leslie noted the same thing about the eyes. I've switched back to the more quote-like version from previous sprites.
I'm actually rendering these sprites at 200% to better match the sprite-to-screen ratio of early generation systems (so only halve what you see here to get a good idea of what it will look like on the iPhone screen).
Proportion and scale is central to aesthetics. It kills me every time I see an indie game with 16x16 sprites in a 800x600 window. A bigger viewport isn't better. The NES was 256x240, the SNES 256X224, the GBA 240x160 (the size I'm designing for, conveniently exactly half the resolution of the iPhone).
14 Responses
Pro
Shaun Inman
Just finished the 16-bit idle pose (finally figured out a forward-facing design that I'm happy with) and decided to revisit the previous sprites with the new features. Also, ears.
over 2 years ago
Pro
Shaun Inman
Forgot to mention, 8- and 16-bit Mimeo got downsized. The original sprite looked great by itself but was dwarfed by the scale of the levels. The latter two are now the same size as the 4-bit sprite.
over 2 years ago
Pro
Dan Cederholm
I like that there's a graphic on his t-shirt in the 8 and 16-bit versions. We need a 64-bit version so we can see what it is.
Cannot wait to play this.
over 2 years ago
Pro
Shaun Inman
In the 32-bit version it's the 2-bit Mimeo sprite, in the 64-bit, the 4-bit sprite and so on. ;)
over 2 years ago
It's a sweet progression. I'm really curious as to the appearance of the end result.
over 2 years ago
this is great - what's it for? if a game, i'd love to review it when it's ready on my gaming podcast.
over 2 years ago
Pro
Shaun Inman
Check the history of the Mimeo tag for more info. As I've said previously, I'm still a long ways off. I'm aiming for console quality and depth and I've never done anything like this before so it could be quite a while before it's finished :)
over 2 years ago
Pro
Paulo Zoom
Shaun, you're doing it again: this is marvelous.
Probably my favorite dribbble shot ever.
over 2 years ago
Pro
Sebastiaan de With
Again, following this with glee and pleasure.
over 2 years ago
The ground sprite has a great feel to it. Looks like you're going to have a mega tile set.
In as far as pixel-perfect retro games, I'm enjoying Spunky! (link) and feel like this could become quite special in the indie world of games.
over 2 years ago
Pro
Rogie
Shaun great job! I resized this down to a quarter of this size to see what it is going to look like. Awesome. The only thing I don't like about 16-bit mimeo is his eyes. I love the quote style eyes in the previous three and it seems on the fourth, they change.
over 2 years ago
Pro
Shaun Inman
Leslie noted the same thing about the eyes. I've switched back to the more quote-like version from previous sprites.
I'm actually rendering these sprites at 200% to better match the sprite-to-screen ratio of early generation systems (so only halve what you see here to get a good idea of what it will look like on the iPhone screen).
Proportion and scale is central to aesthetics. It kills me every time I see an indie game with 16x16 sprites in a 800x600 window. A bigger viewport isn't better. The NES was 256x240, the SNES 256X224, the GBA 240x160 (the size I'm designing for, conveniently exactly half the resolution of the iPhone).
over 2 years ago
This reminds me of the evolution of Guybrush Threepwood! Image here for those who have no idea who I'm talking about (shame on you).
I love the retro look, the 4-bit version is my favourite at the moment. Can't wait to see how this game turns out.
over 2 years ago
16-bit Mimeo is totally wearing a Mint t-shirt.
over 2 years ago