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The other challenge this demake posed was a self inflicted goal of working within more of the Game Boy's true limitations.

Prior to this I had always abided by an 8x8 grid, 4 colours, and the 160x144 resolution. These are quite limiting, but not extremely so.  The true limitation comes from the amount of tiles you're allowed to use on the screen at once (192 out of 360), the limited amount of sprite tiles per horizontal line (10, before flickering) and sprites consisting of only 3 colours (one set for transparency) and also those 3 colours are drawn from two palettes. Quite confusing and it could be worded better but none the less, quite the challenge!

I think I kept within all these limitations in at least 70% of the demake, I can't know for sure but it taught me a lot about how to create better sprites within these new limitations.

It'll be interesting to see how this affects future demakes/remakes and originals! 


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Sami Habib

Interesting to see you try stick to the 3 colour limitation, that I emailed you about all those years ago :P Turned out really well!

gameboydemakes

Indeed! It's a great challenge. Researching it more I have found a game series that layers sprites over for the main character, The Momotarou Dengeki games, the result is that the game has lag spikes like crazy when you have more than 2 enemies on screen, so I think I can keep this in mind for future sprites. I did get into the mindset of "what can I create out of BG tiles" though, which I did for the badge seller NPC (in the top left panel). :D Overall it's so neat working with more limitations!