So in case anyone's wondering, I've spent the last few days replaying Final Fantasy 6, this time with a fan retranslation of the original Japanese version. There weren't a whole lot of differences, just some slight differences in graphics (a few of the female monsters and Espers wear racier clothes), a few differences in monster, character & item names, and some slightly different dialogue if anyone's interested. I played it on emulator on my PSP, and that was so awesome I decided to rip Final Fantasy 7 and play that on my PSP too, so I'm in the midst of that right now.
Anyway, the point of all that is that Final Fantasy 6 is amongst maybe a handful of games that really took full advantage of the power of the SNES, and demonstrated what you could accomplish with simple 256 color + transparent (pseudo 16-bit color) pixel art. I was really impressed with what they accomplished in the latter half of the game using palette changes in terms of lighting and atmosphere, so I decided to experiment with my own palettes. I would appreciate some C&C on my new palettes, here's a screenshot:
http://img.photobucket.com/albums/v326/ ... ghting.png[/img]
And the old:
http://img.photobucket.com/albums/v326/ ... ownSS1.png[/img]
Keeping in mind this is a post-apocalyptic setting, looking for some highly detailed but not 'realistic' art, how does the new lighting look? Is it too much? Too rich? Could I take it farther safely? I know a few things came out strange looking, for instance the cracks in the road which has to do with the palette changes requiring me to use a different shade than I previously did (some of the egregiously distorted items I had to remove), and I had to remove the autotiles because I didn't feel like updating the palettes on all of those as well for this experiment.
Please overlook the crappy mapping and worry about the colors. Thanks in advance!
Edit: Oh there's some new stuff in there that's not in the published versions of the tileset, for instance the curtain in the window, I will include those later on.