Finally I'm back to my "dungeon crawler with shoot'em up mechanics" game.
I'd like to homage one of my favorite console, the PCEngine / TurboGrafx, so I'll try to make my game visually similar to one of my favorite games (Gunhed / Blazing Lasers).
I got 241 (sprites) + 241 (tiles) colors from a 512 colors palette, where r, g and b are multiples of 36, max resolution was 565x242 (484 interlacing), but actually I'm choosing 320x240 as internal render; I've managed to autoresize to full screen using a borderless window with adaptive ratio (to preserve the original ratio) to cover any resolution the desktop is running (I haven't tried multimonitor setups).
Game is far from being finished, hell, there are a lot of things I've still to decide, and sometimes I think it's an overwhelming project for me (I just did three very simple games with rudimental gfx - a single player Pong, an Asteroids clone without enemy ships, and a 4 levels platform without Marios and Meat ;D).
Good thing I've finally decided how to compose the music tracks, thus using SunVox which is excellent to produce chip/synth music (I tracked a "bit" during Amiga age). The output won't be similar to PCE audio, but it's my intention to infuse a "retro" taste.
Since I'm lazy (...) I've opted for Classic Construct (resulting in a Windows DX game), even if I'd have liked to learn C# + XNA (I just managed to do very simple things in too much time).
Well... I'm going back to my sprites, later!