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piders7

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I'm developing a scavenger hunt-like game based on the 1979 film, Alien. I realize there's already an Alien game on the Atari 2600, but I wanna make a game that's not a Pac-man clone.

 

Anyway, I'm not very good at creating nice-looking sprites. Does anyone have any advice or tips on making sprites?

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For the VCS I find good use of negative space to be helpful, use the negative space and a few pixels to give just enough detail. Additonally you could flicker or combine sprites for bigger sprites or more colour.

 

Also I like to use the PlayerPal sprite editor to quickly doodle VCS sprites, if you've never used it before.

 

I used it to doodle this quick xenomorph, it's not super great, but maybe it will give you some ideas. You can also use the attached text file and load that into Playerpal.

 

post-23974-0-16391000-1481327068.png

Alien.txt

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For the VCS I find good use of negative space to be helpful, use the negative space and a few pixels to give just enough detail. Additonally you could flicker or combine sprites for bigger sprites or more colour.

 

Also I like to use the PlayerPal sprite editor to quickly doodle VCS sprites, if you've never used it before.

 

I used it to doodle this quick xenomorph, it's not super great, but maybe it will give you some ideas. You can also use the attached text file and load that into Playerpal.

 

attachicon.gifAlien.PNG

I do use PlayerPal and negative spaces every now and then, but sparingly. It's just my spriting abilities that're lacking. It feels really different from drawing on a piece of paper, y'know?

Actually, that Xeno's better than anything I can do. Mind if I use it in my game? I could really use some help with this game's sprites.

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For your kind of game where you navigate a maze, you'd wanna setup a room structure. For the one unfinished one I have done, I did something like:

 

;Room Structure

ROOM1:

.byte #00 ;Exit North

.byte #01 ;Exit South

.byte #02 ;Exit East

.byte #03 ;Exit West

.byte <Room1DataLow

.byte >Room1DataHigh

 

Then say you index a table of Room structures based on your level number as an x index, you have all the pertinent data right there for you. Then if you exit say North, you just look up Room index 0 from your table and display that room.

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