Here’s a little teaser WIP of the ColecoVision.
This is just the raw graphic as it is at this point.
I am once again being forced to work in the bottom 20% of the gray-scale palette.
(We all know how much I love that.)
I discovered that by pulling it into Photoshop and giving it a contrast boost, that the result was much improved.
Using Photoshop for mastering passes is not something I have been doing. I think I have been handy-capping myself in my commitment to use Illustrator for almost everything. 
I am going to add Photoshop mastering passes, for color correction, into my mission statement. I think most of my gray-scale graphics will benefit. 
At some point I will give them all a once-over.



















Most of my games are Capcom, SNK, Cave, Psikyo, etc. and you’re covering all of them. Only one that’s missing is Raizing.

When I first visited HSM’s thread, and for weeks after, I was editing *.slangp by hand because I didn’t know there was a shader parameters dialog in the UI.











