AuthorTopic: Feature 05 - Generic 16 color palette  (Read 137455 times)

Offline ptoing

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Re: Generic 16 color palette

Reply #20 on: June 20, 2007, 01:48:17 am
Hahaha, I wanted to make a similar comment about Conceit's palette, too purple, odd greens and worse contrast.

Quite nice Xion, clouds are fudgy tho with the dark outlines, looks odd in terms from where they should be lit. Could be developed more :)


Something to look at and reflect a bit
« Last Edit: February 28, 2008, 11:53:01 pm by ptoing »

There are no ugly colours, only ugly combinations of colours.

Offline Conzeit

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Re: Generic 16 color palette

Reply #21 on: June 20, 2007, 02:35:21 am
hey, fuck you guys purple rules  :lol:

and...about the contrast, when u saw when u said that didnt have a real black for some stupid reason.
« Last Edit: June 20, 2007, 04:59:12 am by Conceit »

Offline Helm

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Re: Generic 16 color palette

Reply #22 on: June 20, 2007, 04:55:35 am
Yeah I think the newest one would serve most purposes. When it's finalized I'll make a mockup or two using it to see how it holds up. Though I would really suggest you minmax the values a bit more to get couples in grayscale much like the c64 palette does. It's a very useful effect.

edit:

Grandpa yus says:



can't expect anything pure-green to jump to the bright yellow on the highlight. Need a buffer.
« Last Edit: February 28, 2008, 11:53:35 pm by ptoing »

Offline LoTekK

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Re: Generic 16 color palette

Reply #23 on: June 20, 2007, 05:40:03 am
Helm, doesn't prom's latest pallete have 3 greens?

This is a pretty interesting discussion, especially with the more technical stuff in the middle. Putzing around with the current pallete to see what I can come up with for a sprite/mockup.

Offline Xion

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Re: Generic 16 color palette

Reply #24 on: June 20, 2007, 06:00:30 am
Helm, doesn't prom's latest pallete have 3 greens?
Two are too dark and there is no hilight.

Offline LoTekK

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Re: Generic 16 color palette

Reply #25 on: June 20, 2007, 06:15:06 am
Two are too dark and there is no hilight.
Yeah, I was just noticing that while playing around with it. The middle green is a little too close in value to the darkest; bumping up the value by a few notches seems to work ok. As for the highlight, I tried messing with it a bit, and H58 S40 V90 seems to work nicely. It still works as a highlight for the yellows, and while arguably a tad bright against the green, it can work in moderation.

Offline Conzeit

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Re: Generic 16 color palette

Reply #26 on: June 20, 2007, 06:42:35 am
*ahem* hence my pallete...... :lala:

Offline Arne

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Re: Generic 16 color palette

Reply #27 on: June 20, 2007, 07:05:42 am
Yeah, it occurred to me, but I was worried about leaving the dark green-cyan behind too much. I'm really not a fan of too bright green, especially not the bright mint green like in the C64 palette. That's the first color I scrapped.

I'm also unsure about the red being so dark, but I kind of like it.

Still v13. Most of the useful colors with a clear identity are mid value, so that's where I wanted to concentrate. There's a bit of a hard edge there at the green, orange, grey though...
(I think Ptoing got the order slightly wrong btw)


There's obviously always going to missing colors, so I really need to do more empirical studies to see whats a good compromise. I need to do more mockups still.

Edit: Thanks for the mockups and feedback!
« Last Edit: February 28, 2008, 11:54:01 pm by ptoing »

Offline ptoing

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Re: Generic 16 color palette

Reply #28 on: June 20, 2007, 12:11:52 pm
Hm, promotion and photoshop handle value differently. And the values on the c64 one that promo produces are right (fact)
Adjust > Desaturate in PS is fucking useless to make something grayscale, kills the contrast.

I have to agree with Helm about the green.

There are no ugly colours, only ugly combinations of colours.

Offline Arne

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Re: Generic 16 color palette

Reply #29 on: June 20, 2007, 12:31:09 pm
What I can do is (and have do on the new version I'm working on) is to bring up the dark cyan along with the green. This to avoid them separating too much. This also makes the grey work better with the dark cyan. If you look now, they're a bit too far apart as well.

But I really have to be adamant about not lighting up the dark cyan too much. I want it to work with the really dark blue as a background color which does not interfere with the foreground values.

I should probably stop discussing Epistemology in PMs and actually get some mockups done ;)

Btw, How do I get JetSet Willy to stop jumping in his bed in the RetroSpec java emu?