Critique => Pixel Art => Topic started by: snader on November 23, 2006, 04:30:34 am

Title: OMGPOP!
Post by: snader on November 23, 2006, 04:30:34 am
yes C64. all limitations in action.
right now i'm using deekay, i think that's the best palette for this. any opinions?
and C&C on the thing itself is very welcome ofcourse
Title: Re: OMGPOP!
Post by: JWW on November 23, 2006, 04:36:19 am
im not too familiar with c64 palettes and limitations but in my opinion the pepto palette looks the best.  Not too saturated and fits really nice.
Title: Re: OMGPOP!
Post by: Helm on November 23, 2006, 06:57:12 am
Pepto of course. Good wip. Like to see more. You mean, multicolor limitations, right?
Title: Re: OMGPOP!
Post by: ptoing on November 23, 2006, 12:59:16 pm
Pepto is the most true, the one Deekay made is just a very good approximation because he had no other ways of doing it. Spoke with the man, he agrees that the pepto one is better :P
Title: Re: OMGPOP!
Post by: Skull on November 23, 2006, 05:29:07 pm
Wonderfully done. The face is really nicely done, and the hair is great.
Title: Re: OMGPOP!
Post by: skw on November 23, 2006, 07:17:02 pm
Pepto or sth between Petpto and Deekay. Wanja is just too bright.

1 crit. I`d replace the blue hair shade with a less saturated/darkest color (it doesn`t really match the surrounding one), unless it`s a limitation of course.

a wip worth finishing, I think.
Title: Re: OMGPOP!
Post by: Gunne on November 23, 2006, 07:26:24 pm
I believe the blue is already the darkest blue in the whole palette. Definitely Pepto, nice work you've there...
Title: Re: OMGPOP!
Post by: snader on November 23, 2006, 10:09:35 pm
total votes i have: 8 pepto, 1 wanja, and half a deekay.

Helm - yes the menu is using multicolour only, think i'm going to keep it that way, maybe i'll use a sprite for the sword
Ptoing - thanks for the info, i thought you could set the C64 to use any of these palettes
Skurwy - it's allready the darkest blue
All - thanks for helping me choose

And someone please tell me it's possible to layer sprites like they did with megaman's sprite
used 4 total sprites, 2 MCol, 2HiRes, HiRes being the top layer
Title: Re: OMGPOP!
Post by: ptoing on November 23, 2006, 10:23:24 pm
The C64 only has one 16 colour palette and that is fix (but look a bit different on every C64 because of the transistors)

Noone knows the proper RGB values and there are not any, since it is a YUV colourmodel. Many people have eyeballed them quite well, others failed miserably (whoever made the CCS64 palette is blind), Pepto actually used some measureing device and some hardcore calculation to arrive at his palette. So in that respect it's the most accurate in terms of saturation and value ratio between the colours. On a TV you can just adjust your brightness and saturation tho to change them but the relative values and saturation of course stays.

About the sprites, no that is not possible.

On the C64 you can have 8 hardware sprites which are 24x21 pixels big. They can be doubled in x, y or both (which actually is a hack) and you can have 8 per scanline with multiplexing them (also software hack)

All sprites on screen have 2 colours in common and 1 colour can be chosen from the first 8 colours of the C64 palette.
So that would be colours 0-7.

0: black, 1: white, 2: red, 3: cyan,
4: purple, 5: dark green, 6: dark blue, 7: yellow,
8: orange, 9: dark brown, 10: light red, 11: dark grey,
12: middle grey, 13: light green, 14: light blue, 15: light grey

And the 4th colour is of course transparency.

Hires sprites can be only 1 colour, but any of the 16.

And yes you can layer sprites, but it should not be overdone unles you only want one enemy on screen and no other sprites at all :B
Title: Re: OMGPOP!
Post by: snader on November 23, 2006, 10:52:13 pm
wow. that's pretty tight restrictions.

doubling the x/y values, is scaling right? what is multiplexing? i looked it up in google and some demoscene forum but i still don't understand. is it like having 2 enemies that do exactly the same at the same time?
the 2 common colours are 0-7 or can they be 8-15 as well?

i  think i still will use layered sprites, there won't have to be that much enemies on at the same time. i think i'll go and try to fit the prince in 1 sprite to save space. the maximum number of sprites is 8 per line or 8 total?
Title: Re: OMGPOP!
Post by: ptoing on November 23, 2006, 11:14:22 pm
I don't know exactly how multiplexing works, as I just started programming on the C64 and I don't have much time to further my knowledge. But it allows for more than 8 sprites. If you don't make this on a C64 just fuck the restrictions and make it look C64-ish.
Title: Re: OMGPOP!
Post by: snader on November 23, 2006, 11:17:38 pm
no not on a C64. i dont even have one at the moment. i'm gonna use trusty old game maker. yeah =P
i'll try to put in an option to see it layered, or mcol only. i do wanna stick a bit to restrictions though. and i'll try to make a couple of sprites fitting the c64 restrictions, just for kicks