Dugan
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tikipodltd.bsky.social
Dugan
@tikipodltd.bsky.social
Bafta nominated game developer and owner of Tikipod. Co-Dev and Publisher of Astro Aqua Kitty, Iron Crypticle, Aqua Kitty, Rock Boshers.

Currently based in VIC region, AUS.
Awesome
January 31, 2026 at 2:04 AM
Reposted by Dugan
January 30, 2026 at 6:28 PM
Adapt a couple into cufflinks :D
January 30, 2026 at 8:22 PM
Overall pretty happy with it.
And as said, not trying to approach it as a total remake redraw - but just as a PCE art conversion exercise with some small enhancements here and there :D

Later when get time will finish the vertical wall `cylinders` and the dungeon area.

/END (for now)
January 27, 2026 at 12:35 PM
Those green spinal columns were so iconic - but looking at them now, the side spikes (ribs?) look a bit basic, and also like they could be collide-able (at a glance, due to similar colours/brightness).

So the changes -> pce palette. Then try make spikes a touch darker, but also retain orig feel.
January 27, 2026 at 12:27 PM
After some fiddling, ended up with purply dark edges blending up to a greyish blue - which helps push it all back visually, plus contrasts with the orangey yellow foreground stone :D

Some minor edits were done to help make it work with the new colours.
Next... those green spinal columns!
January 27, 2026 at 12:19 PM
So with the bg tiles, to my eye these always felt a touch too flat? See pic from thepixelpump website.

Problem is the PCE palette has quite large steps compared to the arcade, so to get a nice graduation AND make it dark, meant it would end up more contrasty overall.
January 27, 2026 at 12:15 PM
The tile setup is pretty simple for the rock floor.
Its basically made of 9 chunks (corners / sides / centre)

With a shorter version of the 2nd row for shorter rocks.

I added an extra central vertical row for some additional variation.

Now onto those background tiles...
January 27, 2026 at 12:07 PM
Oh - and I forgot to say, the made up brief for this was to try to keep as close as possible to the original tile set, whilst making the art look better for SuperGrafx (ie PCE Specs).

Its meant to be a treated as a quick job after all :D

and so back to floor tiles...
January 27, 2026 at 11:57 AM
The rock floor tiles are reused in various ways to create tall/short and wide/thin versions around the level.

The grid overlay here helps a bit to show the repeats. Which was fine with the original art, but when more detail is added, the use of horizontal repeats shows up more :(
January 27, 2026 at 11:54 AM
Here is a grab from Mame with crt shader overlaid.
2nd image is from VG maps (shader aside, their gamma seems a touch higher?)

3rd - I tried out using a PC Engine palette, and drawing a new rock floor, and experimenting recolouring the far stone wall (plus trying a redraw which didn't go well).
January 27, 2026 at 11:49 AM
Afaik these are fake ai clips unfortunately
January 25, 2026 at 10:05 PM
season 1 was/is soo good :D
January 25, 2026 at 3:59 AM
The port of R-Type was just so good. They packed the whole game in there, with minimal colour clash too!
(Plus smoother scrolling than the ST, haha)
January 23, 2026 at 9:12 PM
A remaster of Hunter on Amiga would be fab too.
January 23, 2026 at 9:02 PM