Thanks for the initial feedback, most appreciated.
Heres the title-screen I'll be using for now:
Although it's not really important from a development point of view to get the title-screen locked down early on, it does help set the mood for the game. Also it's handy to have a banner to develop under. So even if the game is not going to be called Pixel Pirate in the end, the project it's self at least has an identity.
Process:First I made a sketch in photoshop. Once upon a time I would sketch on bits of paper and scan them in, however wacoms save trees folks. Also scanners are total dead weight on ones desk. Sketch can be rough, just needs to carry the basic forms.
Then I took that sketch in to illustrator and blocked out the forms. It's much easier to edit custom shapes in illustrator than photoshop, so a mix of the tools is often the way to go.
Then copy and paste the vectors back in to photoshop. Anyone who has done this before will know that photoshop will antialias the shape, making a lot of work for any pixel artist reducing colours, however in recent versions of photoshop theres this handy switch (anti alias):
If you turn that off, the shape will paste without antialiasing.
Then I go through and try different combinations of colours, finish each pass by turning on an 8x8px grid to check that the tiles are feasible under NES restrictions. (a 4:3 version of this title-screen would be 100% possible on an actual NES)
For the animated tiles, I made a strip of frames in tiled, then brought back in to photoshop and made a sprite sheet that I could cycle though. The animation on the weeds and light shafts is being programatically sped up and down randomly.
Then I place everything on a 8x8 grid and press play.
Thanks again for the feedback, feel free to ask me anything