FrankenGraphics
@frankengraphics.bsky.social
Ellen creates NES games, tools & pixels.
https://frankengraphics.itch.io/
https://ko-fi.com/frankengraphics
https://patreon.com/frankengraphics
https://frankengraphics.itch.io/
https://ko-fi.com/frankengraphics
https://patreon.com/frankengraphics
Just uploaded NEXXT 3.5 to itch.
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
May 16, 2025 at 4:57 PM
Just uploaded NEXXT 3.5 to itch.
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
NEXXT 3.4 also sports colour perception testing filters - while not to be considered lifelike simulations, they may help you get clues if interactables, collidables & points of interest read well, if there are distractions, and if everything that needs to be legible is.
frankengraphics.itch.io/nexxt
frankengraphics.itch.io/nexxt
April 8, 2025 at 3:25 PM
NEXXT 3.4 also sports colour perception testing filters - while not to be considered lifelike simulations, they may help you get clues if interactables, collidables & points of interest read well, if there are distractions, and if everything that needs to be legible is.
frankengraphics.itch.io/nexxt
frankengraphics.itch.io/nexxt
I've just released NEXXT 3.4 - the tool i make nearly all my NES graphics in.
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
April 8, 2025 at 12:42 PM
I've just released NEXXT 3.4 - the tool i make nearly all my NES graphics in.
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
I just uploaded NEXXT studio 3.3.0 (the tool I make most of my NES graphics in)
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...
January 11, 2025 at 6:01 PM
I just uploaded NEXXT studio 3.3.0 (the tool I make most of my NES graphics in)
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...
Commission for an upcoming music & art NES cartridge.
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.
December 22, 2024 at 5:26 PM
Commission for an upcoming music & art NES cartridge.
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.
One trick up my sleeve for project 'borscht'.
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)
November 16, 2024 at 3:44 PM
One trick up my sleeve for project 'borscht'.
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)