Revised size, did shading and reorg, and exported it to the game! Note - all assets APART from the main ship are *ahem* borrowed from other games. Placeholders only!

The shading is too subtle in the game context, and I want a nicer exhaust.

For ~15 hours from "total art newb" - it's acceptable :-)

#Mega68k

@mcmartin Part of this is why I helped invent my own, called #Mega68k. It's the A500 as I would have liked it to have been built, with the lessons learned 20 years later. No bitplanes. Make the Copper the center of everything. Make it better. Make the Blitter simpler, but more flexible. Put some decent sprites in it. It's the spirit of Amiga without all the annoying stuff.

One day we'll ship it. One day.

@JoshJers @SRAZKVT I really tried with #Mega68k to be authentic to the limits, and even the affordability of the time. It's really hard not to cheat though, even by accident.

grabbed a background from opengameart.org (https://opengameart.org/content/backgrounds-3) processed it and slotted it into the battle scene i've been working on and

yeah, i'd say that works pretty well?

#PixelArt #Mega68k #FantasyConsole

Backgrounds

backgrounds for RPG battle   Patreon: https://www.patreon.com/nidhoggn Twitter: https://twitter.com/nidhoggn Enjoy :)

OpenGameArt.org

so @TomF talked me into making it so blending colors on the #Mega68k console is true blending rather than resolving back to one of the 64 palette colors (so that the output is always 64 color)

i made a utility that takes an image and converts it into a tile layer with only 16 base colors with the framebuffer overlaid using all 64 colors with alpha blending and i can't help but wonder if this isn't too powerful

this video discusses a really cool project that uses static recompilation to easily produce native PC ports of N64 games: https://www.youtube.com/watch?v=ywWwUuWRgsM

i understand a lot of this tech because of my work on my #mega68k fantasy console (which is basically an emulator for a system that didn't exist) and my experiments with programming language development. the principles involved aren't that complex, but getting all the myriad little details right as well as rolling it all up into a nice easy to use package ready for distribution requires a ton of dedication and is a seriously impressive achievement

Recompilation: An Incredible New Way to Keep N64 Games Alive

YouTube
@darth The #Mega68k is just that. No current plans to make a real physical device (because we are two people and it's a hobby), but it's designed so you absolutely could. Would have sold for around the same price as a Genesis/MegaDrive in 1990.
@Felice #Mega68k which is basically the best bits of an Amiga and a MegaDrive smooshed together. It is crawling towards a release Soon(TM).
@mcc I'm almost tempted to do it in the #Mega68k except I'm not sure how long some of the challenges will take on a 12MHz Motorola 68000.
@thankfulmachine Still on my #Mega68k thing. Amiga? MegaDrive? Why not both? We're sooooo annoyingly close to ship. Soon(TM)