Wanted to try doing something a little more technically constrained, so I thought I'd give making some NES sprites a spin. The @nothingdoingcomic cast seemed like a good fit for something super restricted on colors. Theoretically, this should be able to render on a NES as a composite sprite. You can click to toggle a grid that will give you an idea of how it's sliced and maybe some insight into some of the more... interesting choices.
This turned out to be a bit of a nightmare. Using an outline cramps how much detail you can fit and it makes edges weird— all the bad angles really stand out. Not being able to effectively have a line weight kills a lot of the character of cartoon designs too.
It's also not a practical sprite by any means. This uses three of the four object palettes and over a third of the unique tiles available before you start to get sprite flicker. Nevermind that you're probably going to hit the eight-sprite-per-scanline limit if you put much else on screen anyway. I probably could have used one less palette if I gave up on the antialiasing, but I just couldn't stomach how her jaw and cheek looked without it.
Finally, the colors aren't even from a proper NES palette— not that there is actually an accurate one (the PPU outputs an analog NTSC/PAL signal directly). Plus there's scanlines and color bleed, etc. In reality, it might look a bit more like this:
Wow! That looks terrible. If you can make anything close to attractive graphics for the NES, my hat is off to you.
