Blake Reynolds

124 posts

Blake Reynolds

Blake Reynolds

@Dinofarm_Blake

Katılım Ekim 2013
11 Takip Edilen79 Takipçiler
Blake Reynolds
Blake Reynolds@Dinofarm_Blake·
@infidelity_nes Very exciting! Just circling back about your art needs. I could really sink my teeth into this, so keep me in mind! Best of luck getting things rolling
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infidelity
infidelity@infidelity_nes·
Here is my parallax scrolling engine that i've implemented, into my Mega Man II port on the Super Nintendo. For vertical scroll, I simply have bg1 $210E sent to bg2 $2110 so they match. Right now bg2 is simply a manual paste of tiles into the SNES vram, tilemap is 64x32. Just imagine what this will look like with updated gfx and cgram down the road. Enjoy my playthrough. 🙂
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Blake Reynolds
Blake Reynolds@Dinofarm_Blake·
@infidelity_nes professional pixel artist/animator majorly enthused about this! Sent you a DM with samples. Also check out my page for some more!
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infidelity
infidelity@infidelity_nes·
Hello everyone! I'd like to announce that I'm revisiting Mega Man II from the NES, to the SNES. Only this time, I'm going to attempt to port this over as a 16-bit port. This will NOT be a copy/paste of Wily Wars from the Mega Drive. There will be 2 choices within the port, which is to play the game as either it's original 8-bit version, or the 16-bit version. The 16-bit version will include multi bg layers, parallax horizontal scrolling, my usual QOL features with the L/R/X/A buttons, and more. I'm hoping to have a true, SPC700 soundtrack to accompany the 16-bit version. That is something i'll figure out at the very end of production. As for the gfx, I may look for an artist, or I may pull gfx from Mega Man VII, or Mega Man X, to match the level themes as best as I can. I am not looking to redraw the sprites, but rather have them shaded more to utilize the extra colors that will be available. As of 3-22-26, I've spent the past week starting from scratch re-porting to the SNES, so that I can write down where every palette request, and vram request takes place. With the 16-bit version, it will be using dedicated CGRAM tables, so there won't be my usual CGRAM swap for the 16-bit version, cause that would be a nightmare. For rom hackers, I will be moving all of the Wily 1-6 level data, out of the first 6 bosses level data locations. This will give the hackers more freedom with level construction, with all 14 stages in Mega Man II. This is mostly geared towards more space for 16x16/32x32 blocks. I am also going to be redoing the OAM software sprite flicker. I've had huge success in Super C with literally eliminating software sprite flicker, and I hope to do the same for Mega Man II (just think of the first scroll in Metal Man's stage with the multiple spiked chains that fall from the ceiling) I feel all of this work, will lead me to finally developing my own custom SNES game, something I've had planned ever since December 2022. I will also have MSU1 available for this port, no longer just limited to the "Random" OST as the only MSU1 option, there will be my traditional multiple OST choices with cover art. I want to thank all of you, for taking such an interest in my work! I am very excited with this project, as of this post, I've got the game running all the way to when you select any of the 8 bosses, and their introductions play. I'm literally going through the porting process with one operation at a time, so that along my journey I can prepare when to load either 8-bit data, or 16-bit data. The rom size will still be 4MB, with Hi-ROM/FastROM. That's all the news for now. Thanks for reading, and let's see how this goes for 2026! 🙂
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Blake Reynolds
Blake Reynolds@Dinofarm_Blake·
@Evilagram re: posing, I do paperless traditional workflow, even with pixel art. So I take reference video, work golden poses>breakdowns>timing/spacing>inbetweens. I use Toonboom even for pixel art due to its powerful shift-and-trace features and other must-haves. Thanks again!
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Celia 🔜 Combo Breaker
Celia 🔜 Combo Breaker@Evilagram·
This is really gorgeous! The character is drawn super solidly in each frame, with slight adjustments to the pose and weight for each body part. Blake is also clearly not afraid of redrawing frames, avoiding the common "stiffness" you get when you just move bodyparts around.
Blake Reynolds@Dinofarm_Blake

During a portfolio update, I decided to do some #MARVELCosmicInvasion spec animation. Any 90s comic version Nebula fans out there? @TributeGames, I know this is a long shot, but if you need a hand on deck for DLC, or anything else, feel free to drop me a line!

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Blake Reynolds
Blake Reynolds@Dinofarm_Blake·
@Evilagram It is always music to my ears when someone notices how sweaty I am about not reusing drawings lol. Thank you so much. I find in pixel art, reusing drawings is even more conspicuous than hand-drawn, so I avoid it whenever possible.
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Blake Reynolds
Blake Reynolds@Dinofarm_Blake·
During a portfolio update, I decided to do some #MARVELCosmicInvasion spec animation. Any 90s comic version Nebula fans out there? @TributeGames, I know this is a long shot, but if you need a hand on deck for DLC, or anything else, feel free to drop me a line!
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Blake Reynolds
Blake Reynolds@Dinofarm_Blake·
entry 6.5 of my series. Had to include Ken for good measure. Are we on team ripped sleeves for Ken, or team hemmed sleeves? Again, this is the same size and color count of the SNES port of SFII. Cool to think this could have been in the original game!
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Blake Reynolds
Blake Reynolds@Dinofarm_Blake·
sixth on my list of re-imagining classic sprites using the same technology as the originals, we have RYU from the SNES port of SFII. Ryu has been sprited many times, both professionally and by fans, I've never seen an updated Ryu at the same size and color count as the SNES port
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Blake Reynolds
Blake Reynolds@Dinofarm_Blake·
For the fifth entry in my series where I re-imagine classic sprites using the same tech as original hardware, we have link from ALTTP for SNES. I've always felt the "smock" approach to his body could be re-worked. Whichever version you prefer, the pink hair STAYS.
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Blake Reynolds
Blake Reynolds@Dinofarm_Blake·
here's the third entry in my series where I re-imagine classic sprites using the same technology limitations as the original. Here we have Megaman from Megaman 7. The art in 7 never sat right with me as a kid, but then I learned they only had 3 months to develop it! impressive!
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Blake Reynolds
Blake Reynolds@Dinofarm_Blake·
@azurekicks Definitely possible! That's the point of this exercise. To re-imagine these using the same tech as the original. That said, the whole sprite sheet would have to be re-drawn. Dm me if you're interested in commissioning that!
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Blake Reynolds
Blake Reynolds@Dinofarm_Blake·
here's the second entry in my series where I re-imagine classic sprites using the same technology limitations as the original. Here we have Simon Blemont from the original CV.
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Blake Reynolds
Blake Reynolds@Dinofarm_Blake·
Here's my fourth entry in a series where I re-imagine classic sprites using the same technological limitations as original hardware. Next up we have Megaman X. I was curious to see if I could keep the sprite the same size with under 16 colors while making X look more "on model."
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Blake Reynolds
Blake Reynolds@Dinofarm_Blake·
The first in the series is a re-imagining of Mario from Super Mario World. My goals here were to see how "on model" I can make Mario using the same color count and resolution as SNES.
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Blake Reynolds
Blake Reynolds@Dinofarm_Blake·
career-wise, I've largely departed from pixel art. Lately, I've been trying to get back in the game with a small series. The challenge: re-imagine classic sprites using the limitations of the original hardware. I hope you get a kick out of these!
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Blake Reynolds
Blake Reynolds@Dinofarm_Blake·
@HerculeanPixel @killerqueenblk Blast from the past! To those interested, I did the snail eating the bear and Ian did that snazzy respawn shine after. Never saw that! Very cool.
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Blake Reynolds
Blake Reynolds@Dinofarm_Blake·
@Render96 just wanted to pop in with a small color theory note. Your coins don't look like gold right now because you're not mixing hues. Don't shade down to black and up to white. Shade down to red/orange and up to yellow. Check coins in Odyssey or galaxy for reference!
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Blake Reynolds
Blake Reynolds@Dinofarm_Blake·
At first I took some comfort in the hope that Mitch McConnell might just die soon and we could wait it out until then. Then I remembered that Tortoises can live over two hundred years. #MitchMcConnell
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