Hello.
I'm working on a project I have for the SegaCD videogame console, named "Alphaomega". It's about the character Miles "Tails" Prower being caught inside a graphical, artificial dimension and what has to do in order to go back to real world. The gameplay and level map style is meant to be similar as the old 16-bit Sonic the hedgehog games, but it has a bunch of ideas and concepts that doesn't fit to a Sonic the Hedgehog game, so Sonic isn't present for this game
I'm doing some drafts for a new level I'll get started with really soon, which for now I named as "Bitfield Zone". The goal here is to keep it, somehow, with a NES vibe to it.
Of course the Sega Genesis' video chip couldn't apply any post-processing effects to the final image (other than scanline-specific tweaks), but the least I can do is to implement this new art in such a way that looks visually accurate on screen, not only taking the color limts into account (which I need to be aware of yet!), but I'd also like to represent stuff such as a fake sprite limit, the color distortion (i.e. when some shading seem to appear like diagonal bar), etc.
What do I need to know?
Thank you!
EDIT: Grammar/Redaction
I'm working on a project I have for the SegaCD videogame console, named "Alphaomega". It's about the character Miles "Tails" Prower being caught inside a graphical, artificial dimension and what has to do in order to go back to real world. The gameplay and level map style is meant to be similar as the old 16-bit Sonic the hedgehog games, but it has a bunch of ideas and concepts that doesn't fit to a Sonic the Hedgehog game, so Sonic isn't present for this game
I'm doing some drafts for a new level I'll get started with really soon, which for now I named as "Bitfield Zone". The goal here is to keep it, somehow, with a NES vibe to it.
Of course the Sega Genesis' video chip couldn't apply any post-processing effects to the final image (other than scanline-specific tweaks), but the least I can do is to implement this new art in such a way that looks visually accurate on screen, not only taking the color limts into account (which I need to be aware of yet!), but I'd also like to represent stuff such as a fake sprite limit, the color distortion (i.e. when some shading seem to appear like diagonal bar), etc.
What do I need to know?
Thank you!
EDIT: Grammar/Redaction