newbie creating genesis graphics
Moderator: BigEvilCorporation
newbie creating genesis graphics
Hi all,
I am currently creating the art for a genesis game, but i never worked with it before. I have no idea of how to convert my images for the genesis (the programming team is well experienced in genesis, im the only newbie).
I've been searching around for some tutorial or something, but nothing.
I have created the graphics in photoshop, now i need to know: what do I do now? I mean, about palletes and such.
If anyone could help me by sending me some light or a website or file with some info on that, I'd appreciate it a lot!
Cheers!
I am currently creating the art for a genesis game, but i never worked with it before. I have no idea of how to convert my images for the genesis (the programming team is well experienced in genesis, im the only newbie).
I've been searching around for some tutorial or something, but nothing.
I have created the graphics in photoshop, now i need to know: what do I do now? I mean, about palletes and such.
If anyone could help me by sending me some light or a website or file with some info on that, I'd appreciate it a lot!
Cheers!
IMO, the best shot is probably to use the duo :
Paint shop pro 6 (not the crappy 7 8 or 9)
and Pedit (to generate megadrive palette & eventualy optimise colors)
Do your stuff under paintshoppro6, save as bmp, open pedit, load your bmp, setup your palette, save the palette, load & apply the palette to your bmp in paint shop pro 6, save the bmp again and then...
BTW, you can also load pedit's palettes in photoshop, so don't use psp6... it will be just slower
Then, to convert the .bmp to megadrive format, just use BMP2tiles (require a 16color bmp input) or Genitile (require a 16colors upgraded to 256colors bmp input).
Pedit is available at my website (genny4ever.net)
Bmp2tiles @ kaneda page
Genitile @ pascal page
Psp6 is probably available somewhere
Good luck
Fonz
Paint shop pro 6 (not the crappy 7 8 or 9)
and Pedit (to generate megadrive palette & eventualy optimise colors)
Do your stuff under paintshoppro6, save as bmp, open pedit, load your bmp, setup your palette, save the palette, load & apply the palette to your bmp in paint shop pro 6, save the bmp again and then...
BTW, you can also load pedit's palettes in photoshop, so don't use psp6... it will be just slower
Then, to convert the .bmp to megadrive format, just use BMP2tiles (require a 16color bmp input) or Genitile (require a 16colors upgraded to 256colors bmp input).
Pedit is available at my website (genny4ever.net)
Bmp2tiles @ kaneda page
Genitile @ pascal page
Psp6 is probably available somewhere
Good luck
Fonz
Thanks, man... checking it out!
I'm working with a company here in Brazil making games that come in the mega drive memory... Until some time ago i didnt even know they still sold the MD.. im excited about creating graphics for it... its kinda nostalgic
But, strange.. when i try to open a 24x32 bmp i made in photoshop (a sprite), it doesnt show anything... the window becomes all compact, and no image is shown... any other image i try to open opens normally... :/
I'm working with a company here in Brazil making games that come in the mega drive memory... Until some time ago i didnt even know they still sold the MD.. im excited about creating graphics for it... its kinda nostalgic
But, strange.. when i try to open a 24x32 bmp i made in photoshop (a sprite), it doesnt show anything... the window becomes all compact, and no image is shown... any other image i try to open opens normally... :/
I got the Graphics Gale and i think im making some progress.. i opened my sprite made in photoshop and reduced to 16 colors... is that enough? i mean... is the sprite ready (im being incredibly naive, aint i? )
Dude, I've been working with 3d games art for some time now and i'd never imagine that making 2d pixel art for the mega drive would be even more complicated!
Kaneda, it is a small games company (Delirus Entertainment) hired by TecToy. Apparently they are still selling and making games for the mega drive AND the master system.
Dude, I've been working with 3d games art for some time now and i'd never imagine that making 2d pixel art for the mega drive would be even more complicated!
Kaneda, it is a small games company (Delirus Entertainment) hired by TecToy. Apparently they are still selling and making games for the mega drive AND the master system.
ah ah!
yeah...I know : TecToy
it's why I asked if you work for them
are you aware of the sprite size or they didn't give you any limit ?
Sprite are block of 8x8, standard size are 32x32
you only have 4 pal on MD
use GOP to see what your colors will be on a MD (since there are less value)
....sorry to ask but did you have any docs ? (the 2nd question will be 'can you share them ?!' so be careful in the reply)
yeah...I know : TecToy
it's why I asked if you work for them
are you aware of the sprite size or they didn't give you any limit ?
Sprite are block of 8x8, standard size are 32x32
you only have 4 pal on MD
use GOP to see what your colors will be on a MD (since there are less value)
....sorry to ask but did you have any docs ? (the 2nd question will be 'can you share them ?!' so be careful in the reply)
How do you know TecToy? I thought it was a Brazilian company...
Im aware of the size... I was making a 24x32 sprite, now i see that for alignment reasons specific to the game ill have to make it 16x32.
Now my problem is exactly about palettes... Ok, i have 4, but what exactly does that mean? can you give me some more info on that? (everything: background, sprites...)
And, unfortunately, no, i dont have any docs. Only now i find it strange. But im only a freelancer for a company hired by tectoy, so...
Im aware of the size... I was making a 24x32 sprite, now i see that for alignment reasons specific to the game ill have to make it 16x32.
Now my problem is exactly about palettes... Ok, i have 4, but what exactly does that mean? can you give me some more info on that? (everything: background, sprites...)
And, unfortunately, no, i dont have any docs. Only now i find it strange. But im only a freelancer for a company hired by tectoy, so...
-
- Very interested
- Posts: 2440
- Joined: Tue Dec 05, 2006 1:37 pm
- Location: Estonia, Rapla City
- Contact:
You have 4 palettes, 16 colors each. But there can only be 16 colors in each tile, color 0 is transparent (so actually 15). I myself draw all the graphics in Paint and TGFedit 0.2x, set up palettes with Irfanview or TGFedit, convert the GFX with my GFX converters (so its ready to put into use). Pretty primitive, eh ?
Mida sa loed ? Nagunii aru ei saa
http://www.tmeeco.eu
Files of all broken links and images of mine are found here : http://www.tmeeco.eu/FileDen
http://www.tmeeco.eu
Files of all broken links and images of mine are found here : http://www.tmeeco.eu/FileDen
I really appreciate everybody's pacience!
And i'm going to abuse it a little
Ok, Step by step:
The background. how many colors can i se in it? If i understand correctly, 256, but only 16 per tile, right? If so, whats a easy way to make sure i only have 16 colors per tile?
sprites: how many colocrs can i use on a spirte? same thing?
Thanks!
And i'm going to abuse it a little
Ok, Step by step:
The background. how many colors can i se in it? If i understand correctly, 256, but only 16 per tile, right? If so, whats a easy way to make sure i only have 16 colors per tile?
sprites: how many colocrs can i use on a spirte? same thing?
Thanks!
-
- Very interested
- Posts: 70
- Joined: Tue Mar 06, 2007 6:30 pm
No, 64 total, not 256. (4 palettes x 16 colors.) And yes, same deal for sprites - they can be one of the four palettes (the same four palettes as the background,) 16 colors per tile. The easiest way I can think of to make sure you have only 16 colors per tile is to use a tile editor like Tile Layer Pro (my personal favorite,) but editing larger graphics in a tile editor can get pretty tedious.
If you are drawing several sprites that uses the same color, a good idea would be to place them on a single .bmp sheet, so you can convert them in a same bmp2tiles batch.
I don't think you'll have to use bmp2tiles, its the programmers who will do... You just have to send them the .bmp's and they'll be happy, i think
I don't think you'll have to use bmp2tiles, its the programmers who will do... You just have to send them the .bmp's and they'll be happy, i think