https://frankengraphics.itch.io/
https://ko-fi.com/frankengraphics
https://patreon.com/frankengraphics
This quick recording showcases a few of the new features, incl. metatile rosters, cycling, & clonestamp eraser.
Cycling through favourites, you won't need to move the mouse back & forth as much.
Also works on regular tiles & palettes.
frankengraphics.itch.io/nexxt
This quick recording showcases a few of the new features, incl. metatile rosters, cycling, & clonestamp eraser.
Cycling through favourites, you won't need to move the mouse back & forth as much.
Also works on regular tiles & palettes.
frankengraphics.itch.io/nexxt
frankengraphics.itch.io/nexxt
frankengraphics.itch.io/nexxt
You can read up on its new features and improvements on this public post on my patreon www.patreon.com/posts/126202...
or simply get it here: frankengraphics.itch.io/nexxt
You can read up on its new features and improvements on this public post on my patreon www.patreon.com/posts/126202...
or simply get it here: frankengraphics.itch.io/nexxt
In brief:
-"seams checker" mode for repeating patterns
-Selection awareness for sorting actions
-toolbox for 'pattern paint' mode
-*.dmp (mesen) support
-essential bugfixes
frankengraphics.itch.io/nexxt/devlog...
In brief:
-"seams checker" mode for repeating patterns
-Selection awareness for sorting actions
-toolbox for 'pattern paint' mode
-*.dmp (mesen) support
-essential bugfixes
frankengraphics.itch.io/nexxt/devlog...
While i haven't verified the positions of every sprite on hardware, this'll work with unnoticably minimal to hopefully no adjustments, on the NES.
Both window sides are on the sprite layer to cover the parallax scroll on the background plane.
While i haven't verified the positions of every sprite on hardware, this'll work with unnoticably minimal to hopefully no adjustments, on the NES.
Both window sides are on the sprite layer to cover the parallax scroll on the background plane.
On the NES, you typically achieve "parallax scrolling" by splitting the single BG layer in horizontal bands; scrolled apart. That means no overlap allowed.
This scene achieves that anyway by 2 subtle sprite layer placements (the lowest hanging stars)
On the NES, you typically achieve "parallax scrolling" by splitting the single BG layer in horizontal bands; scrolled apart. That means no overlap allowed.
This scene achieves that anyway by 2 subtle sprite layer placements (the lowest hanging stars)