Bregalad wrote:
Only dither colors which are already sufficiently close to eachother to crete the illusion of more colors (don't try to dither blue and red to get purple it won't work !)
Unless, of course, you're trying to make a game where objects have to be placed at 8x8 pixel boundaries and you run up against the 3 colors per tile (plus backdrop color) limitation. You get diagonal stripe artifacts (NTSC) or possibly something different on PAL, but at least you get some mixing due to the TV's comb filter.
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- Add dithering/randomness into anything that is supposed to look natural
- If there is free tiles left, make a "craclked" version of your metatiles and use them randomly.
That and if a background object has some repeated tiles and some tiles that aren't repeated, put the cracks in some of the non-repeated ones.
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- It's hard to get the expression right on a human face that is only a small # of pixels - but worth wasting a lot of time on it. Always draw big eyes, a small mouth if there is room for it (a big mooth WILL look like a mustache, and this is how Nintendo made Mario by error btw), and no nose nor any ears (unless you really have a lot of room).
The other option, which works especially well if your character has a distinct uniform, is to avert
graphics-induced super-deformity and just don't make much of a distinct face at all in-game. It worked for Contra, Batman, and Jurassic Park.
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A technique that work well is to expand an existing small sprite, round the blocky edge
In other words, run your sprite sheet through Scale2x to start off with.