![]() Some very detailed sprite animations are easier to do in 8x8.įor example, 8x8 is more amenable to animating just the legs in an RPG character's walk cycle while reusing the head tiles.Īn overlay to add more colors to a small area, as in Mega Man series, causes flicker on fewer lines.Īnd it's possible to simulate small amounts of rotation by shearing the sprite, moving individual 8-pixel chunks 1 pixel at a time. These might include tiny bullets, puffs of smoke, or puzzle pieces.ĭrawing, say, a 4x4 pixel bullet with an 8x16 pixel sprite would waste pattern table space and increase potential for dropout or flicker on adjacent scanlines. If the majority of your objects fit in an 8x8 pixel sprite, choose 8x8. The NES PPU offers the choice of 8x8 pixel or 8x16 pixel sprites. ![]()
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