Here’s a desert scene in Alpha Test’s Game-boy Color / NES inspired art rules:
Here’s a desert scene in my experimental “Gameboy cartridge being run by a GBC or GBA, one background palette, one foreground palette” ruleset.
A lot of the same ideas. But I executed it way more quickly and it has way more personality. Since presumably I’m using a desert environment to retro-flannelgraph Bible stories, a background of hills with cities is more useful than one with pyramids. (Though revisting pyramids will come with time).
So what have I done here?
I’ve created two ‘grayscale’ ramps, one for backgrounds, one for sprites. The BG ramp has a blue/green tint, the FG ramp has a red/orange tint and is the only permitted use of pure black and white. And that’s it. All graphics must be made with these ramps.
I’ve also cut the screen size in half both ways, as befits a handheld. Though I’m still making an imaginary retro device that has a 16×9 widescreen aspect ration.
Here’s the WordPress Gallery, so I can test it for the phone…
And here’s the whole page in grayscale, so I can guess how it will print:
The whole idea of Alpha Test is to prototype my stories quickly. The more harsh my constraints, the quicker it can be assembled.
I think this is probably The Way.