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4 Programs For Creating Mega Drive Graphics
Making art is hard, but retro consoles make the job even harder due to technical limitations and restrictions, such as a limited color palette. You have to keep these things in mind from the very beginning, before you even place your first pixel. Only practice makes perfect, but the graphics software you use can make your job easier…or maybe even harder! So in this post I wanted to give you a list of 4 graphics programs that you can use to create graphics for your Mega Drive game.
Let’s get the big one out of the way first. Photoshop is very powerful and an industry standard, but that might actually be a disadvantage in our case. We don’t need cutting edge tech and powerful features, we’re working with 30 year old hardware here. And while Photoshop does support an indexed color mode which we need for Mega Drive development, it’s rather lacking in features in that particular area. For example, it’s a bit bothersome to reorder colors in your palette and there are no built-in features like color spreading. So while Photoshop is certainly able to do the job, there are more fitting tools out there.
The free and open-source alternative to Photoshop fares better when it comes to Mega Drive graphics. Like its commercial cousin, GIMP supports an indexed color mode and it makes working with palettes easier than it is in Photoshop. However, since it’s a full graphics suite that doesn’t exactly focus on old-school pixel art, it’s not the best choice in my opinion. Plus, I’ve never been able to get a handle on GIMP to be honest… but your mileage may very well vary! If you’re already using GIMP then you can also use it for your Mega Drive art purposes. And even if you’re not using it, feel free to give it a try!
This one is deliberately old-school. Inspired by programs such as Deluxe Paint on the Amiga, Grafx2 is a blast back into the past. And that begins with its user interface, which might seem scary but is rather appropriate when you consider what you’re gonna use it for. It uses palettes by default and is geared towards retro computer graphics. It offers easy palette management and boasts some cool features, like spreading colors (creating gradients from one color to another, like white to black). Depending on what software you work with, the UI of Grafx2 might take some getting used to but it’s a very good tool for Mega Drive development once you get the hang of it. It’s free, open-source and available for all platforms.
Last but anything but least, my personal favorite: Aseprite. I’ve been using Aseprite to create graphics for all my projects, from PC games to mobile to Mega Drive. It uses palettes by default and it’s very powerful, boasting lots of features that make the life of retro pixel artists easier. It’s even easy to create animations and generate spritesheets… I could go on and on, Aseprite is just an awesome package all around. There is a free trial version (which has all features but doesn’t allow you to save) so you can give it a spin. The full version (available for Windows, Mac and Linux) costs $14.99 which really isn’t much when you consider what you’re getting. The program is open-source, meaning you can just compile it yourself, but believe me when I say that it’s a hassle and a half.
And there we go, 4 pieces of graphics software you can use to create assets for your Mega Drive projects. Of course there are many more programs you can use, but these 4 are the ones I’m familiar with. In the end, the result matters more than the tool you used, so just find something that works for you. And if you want to know what you need to keep in mind when creating graphics for the MD, I’ve written a post about that right here!
Do you know of any other programs worth mentioning? Do you have a favorite? Post it below and share the love!
If you have any questions, comments or criticism, post them in the comments below or reach out to me on Twitter @ohsat_games! Special thanks to Stephane Dallongeville for creating SGDK and everyone in the SGDK Discord for their help and keeping the dream alive!
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If you’ve popped over to the tutorial section recently you might have noticed that I’ve added my very first HaxeFlixel tutorial! It shows how to implement a simple, pixel-perfect 2D water shader which I used for Go! Go! PogoGirl. But a few of you might be wondering what a HaxeFlixel is. Well, it’s a 2D game framework that is as powerful as it is underrated! It runs on the (also underrated) Haxe language, is extremely well documented, open source, and has built-in functions for almost anything you’d need.
As I’m sure many of you will remember, the original Streets of Rage for the Mega Drive had multiple endings. The real canonical ending has you beat the crap out of Mr. X, thereby ending his reign of terror forever (yeah, right). However, if you confronted Mr. X with a buddy in tow, a new possible path unlocked. A quick refresher is in order. When you confront Mr. X he will ask you to join his organization.
A few years ago, Yuzo Koshiro posted a pile of old game design documents for Bare Knuckle 2 aka Streets of Rage 2 on the Ancient blog to commemorate the release of Streets of Rage 2 3D on the Nintendo 3DS. These documents gave a deep insight into the game’s inner workings, technical aspects, designs and even some cut content. They were an awesome resource for one of the most awesome games ever created.