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Messages - Arne
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21
General Discussion / ROBOCITY
« on: January 26, 2015, 12:41:00 pm »
I saw a WB icon for a demo called RoboCity and got interested because, well, robots! It appears to be an early tech demo for the Amiga 1000 (which heralded the A500). Because it was made so early in the Amiga's life (the very beginning of, 85-86) I suspected that they might not have bothered packing the data, so I decided to write a little program allowing me to have a peek inside. I suppose I could've used GFXrip but I don't have it on my machines atm.



Two palettes, 0-15 for BGs and 16-31 for figures. Some strange color choices, and some colors are not used.

The backgrounds are actually identical, and are used in some kind of double buffer setup. Could be used for nice light strobe effects and color mixing. Would be fun to see static characters in the background to blend things together.

The blank space at the edge of the characters is due to how bitplanes are stored/drawn with 16bit alignment. I tried adding a little bird flying over the dog, so the area can be certainly be used. I'm unsure where the hotspot of the characters lie but it can probably be seen in the youtube video.

Most of the file is image data, as you can tell from my colors in the data block.

Anyways, if I can figure out how the palette can be accessed (Edit:done!) then we could have a little activity, mayhaps? My program can write images into the data using the palette strips for indexing, so I could release it or run the conversion for you. Grandfather A1000 would be pleased to see the ROBO CITY bustle once more.



Program is done and seems to be working. I've located the palettes and cleaned up my code a little. The two BG screens might have different palettes but atm. I'm cloning, like in the original data.



Had to write a special program to spot the palette entries, but in hindsight it was pretty obvious how they were stored. I messed up because my emulator doesn't seem to have a palette extraction function so I had to make up some entries and I guess I forgot about it and ended up trying to search for them.

I think I'll go play around with the gfx and palettes now.



Unsure about the heavy full black, and the details are just happening. Skipped the cartoony eyeball on the dame and did regular shiny eyes which is what I thought it was supposed to be first time I saw her.



Post merging?

22
Pixel Art / Re: Workbench icons
« on: January 22, 2015, 10:28:53 pm »
The icons will be seen in a more structural manner when integrated into Workbench (e.g. a Drawer, four IFF files and two text files). Perhaps this will reduce noise. Sort of like pixel clusters vs one-of-each-color randomly.

WB 3.1 was the last "real" Workbench. I'm tempted to try AROS though.

Updated image, only slightly.

23
Pixel Art / Workbench icons
« on: January 22, 2015, 11:01:25 am »
I've been working on some Workbench icons. I'm using 3.1 so I can have 8 and 16 color icons, perhaps more - can you imagine?

Because color 0 & 1 is hardcoded to BG and text and it's useful to keep few colors variable for OS styling, I decided to use only 12 static colors for icons and leave the first 4 for a 3.1 or 1.3 scheme or one of my own.



Installing icons is a bit of a pain. There are helper programs (PD) but none of them do quite what need them to, and some don't work due to dependencies and bloat. I'll probably have to finish the file scanner that I started working on.

Icons are stored in separate *.info files where * is the name of the file, e.g. Banana.IFF. The image is stored in bitplanes, 4 in the case of 16 colors. They have 2 frames and can be any size, but keeping the width at or below a multiple of 16 is a good idea because (afaik) the bitplanes are stored in 16-bit/pixel format. A 33px wide icon would waste 15 bits per bitplane * height * 2 frames or so, and would probably draw/blit slower. The .info files also store what-happens-when-I'm-clicked arguments, position in window, etc.

Unfortunately there's no alpha mask, and in 2.0+ the icons have boxes around them. It can be patched though. Setting the 8+ colors is a bit of a pain too I guess (need visualprefs or something). It would've been neat if the icons stored their palette color values and not just pixel data so they could be adapted to foreign palettes, but icons are loaded off floppy often and can lag the system if they have too much data.

I'm blarging. Hmm. About the design of these, I did put some thought into some. Icons are tricky because sometimes you need to illustrate a very strange concept, like "Any file printed goes into a file instead". I just put a printer cable cord onto a floppy for that one.

Library files: I turned this into a book with a brain-tree on it (knowledge tree, and books are made out of wood).
Datatype: Used by programs to recognize new file formats, so Tron recognizer.
Iff file: Combined the DP pyramid with the default iff landscape icon, and random volcano of presumably paint.
Folder: I like the 1.3 look with the white drawers, but folders are nice to so I made an weird Drawlder.
Say: Removed in later WBs but any sound Amigian would copy it over from 1.3 and make it say WUBDUBWUBkRAAkRAAkRAAboobibibbiwowo. I wnated to antho up my WB and here I chose to use the Z head and Maria. Z always felt like it could've been an Amiga game had C= not messed up.
Commodities: turned into robo-creatures for no reason other than antho theme.
Binary/Data files: Used punchcards as reference for these.
Preferences: Took a cue from the lovely System 7 (mac) with the sliders, and combined with a WB style "?". Some of these use the first 4 colors as I'm showing how the editor windows look. Did the same with the calculator.
Tool: Turned it into a cog (was hammer). Used as default icon for programs without icons.

Pixel-technically, I tried to keep AA and dither at a minimum and avoided perspectives resulting in angles. The colors are bitplane collapsible so the icons would look okay in 4 color mode, and this limited which colors I could chose, but not too much. I'm using primaries and a gray ramp ending in warm with option for cool sky blue mid-shade. I did these in 8 colors first and expanded to 12 later so I'm not always uing the palette to its fullest on the older icons.

That's it for now. Toot~toot~

24
Pixel Art / Re: Rockington from JonTron
« on: February 09, 2014, 07:46:10 pm »
Maybe you can take something away from these two different approaches.


25
General Discussion / Re: Pixel perfect drawing tool (prototype)
« on: January 18, 2014, 11:21:06 pm »
Didn't a lot of older paint programs (e.g. DP) use poly lines for drawing? They worked by drawing a line between old mouse pos and new mouse pos. I did a 2 minute test program and discovered that you can actually get "fat" turns if you draw slow enough with such a tool:



...but I think this can be remedied by keeping an eye at the velocity of the line (mouse delta) or by remembering 3 time points which must be separated by a certain distance, then doing a spline line or whatever. Should give very smooth lines. The three points suggest the intent of the line to some degree, something which is a bit harder to know if analyzing the pixels after they have been rasterized and you're doing image analysis. Also, no line crossing problems.

As someone who mainly does tiny sprites this is of little use to me however. Seems like it would be more useful for Fighter sprites and pixel art drawings.

Same primitive program as before but with much more delay between sample points:



Really fast lines becomes zigzaggy of course, but as mentioned above, this could be fixed.

With the pencil tool, Photoshop single-plots really rapidly it seems. Unsure if you can set it to drawing lines instead.

BlitzMax Sauce (added some comments):
Code: [Select]
Strict

AppTitle="Single buffer polyline"
SetGraphicsDriver GLMax2DDriver(), 0 ' Need GL for single buffer apparently.
Graphics 640, 480, 0, , 0 ' Main screen turn on.
SetClsColor 225,220,200 Cls

Global mx, my, myold, mxold, mbold

Repeat
mxold = mx
myold = my
mx = MouseX()
my = MouseY()
If MouseDown(1)
' If the line is not continuation of old one (click is fresh) then...
If mbold = False Then mxold = mx myold = my mbold = True ' ...lazily set old coords to new.
' Now draw a line using some kind of DDA I don't know the name of.
SetColor 20,40,40
DrawLine mxold,myold, mx,my
Else mbold = False EndIf ' No line.

If MouseDown(2) ' Eraser
SetColor 225,220,200
DrawOval mx-3,my-3,6,6
EndIf

glFlush ' Go GL pipes! (Draw.)
Delay 50 ' ...in millisecs, adjust to suit pleasant drawing tempo.

Until KeyHit(KEY_ESCAPE) Or AppTerminate()
' The
End

Another drawing. Obvious accuracy/tablet sensitivity problems drawing without zoom of course. (Flood fill in PS because I'm not writing a flood fill).

26
General Discussion / Re: NEW CLUSTER STUDY THREAD!
« on: December 29, 2013, 03:28:06 pm »
I think these kind of "rules" (practicalities?) are nice to have in the debugging/refinement tool belt. Cluster control/noise reduction is definitely on the Top 5 list of things I check for when a piece isn't working for me (in particular because I do so much lowrez game art). I think it's an expression of a similar idea that I encounter when doing concept art (don't do tons of stupid little random details which break up the shapes and obscures the punchline).

I do think pixels long to be something, but in a different sense. It's so easy (for me, and I think others) to fall under the spell of the pixels and let their very nature dictate... certain structural embroideries which does a piece a disservice. I have to yank myself out of it constantly and consider seemingly crazy ideas like asymmetries, omission, illogical relocation, absurd adjacency...

27
General Discussion / Re: NEW CLUSTER STUDY THREAD!
« on: December 26, 2013, 02:44:01 pm »
The whole cluster approach reminds me of the Photoshop filter Noise>Median which blobbifies an image. I sometimes use it in my analog'ish digital art to get rid of unwanted noise. The effect smells a lot like filter though, so I don't like using it. Similarly,  I think a pixel art image which has been heavily clustered/noise reduced (and posterized) can be... rather boring to look at. All the interest points and subtle little scuffs, knobs and trinkets have been washed away. There are no depths to explore once you've taken in the immediate surface.

Also, I think clustering is more effective at a low color count (great difference in color) where haphazard noise really shouts for attention and you need to be graphically clear about everything (detail and subtle stuff can be quite unaffordable). In the case of the lady face which has so many colors, I think orphan elimination isn't as important. In the case of the castle image, I think some of the peninsula erosion is detrimental as it truncates the range of expression (makes things a little blobby).

28
Pixel Art Feature Chest / Re: THE CLUSTER STUDY THREAD!
« on: September 27, 2013, 09:34:58 pm »
Polioliolio> I work in 24bit most of the time (makes it easier for me to mix new colors) so a drawn palette is useful. That particular network of colors is a bit haphazard (the structure grew and shrank as I worked). I didn't want a fully linear hueless brown ramp so I set up some parallel ramps, one for the cold top colors and one for the orange yellow skin tones (and a few on-the-side highlights). The pink index at the top of the center ramp should really go on the left & cold side of the fork (over the lone cold gray purple) for the structure to make sense.

29
Pixel Art / Re: Generic 16+16 color palette
« on: September 26, 2013, 01:41:35 pm »
rikfuzz> More pastels and grays? I was thinking of taking that route because it makes cross-ramping easier. Is this the palette used for your avatar?

DawnBringer> Interesting, I used ot make programs which plotted palettes like this. Unsure if value gap near darks is a problem when I'm using such saturated colors. if I'm to bridge that gap, I probably need to add a low sat color there. Also unsure if a gap in the purples is a problem...

Been trying out the palette a little and made some minor changes:
-Gave the orange more power (too close to red before as noted by DawnBringer)
-Lightened the pinks and skin-tone a tiny tad (skintone was really close to my new yellow which I saturated a bit more). I feel like the new Kirby pink ramps better with my old more desaturated skin-tone purple shade.
-Dark green is colder. It felt a touch too warm before.
-Tried out the teals for beaches (and saturated one a little to space it from lblue), More blue in plain blue, -Stole some Metal Slug dirty yellows as they seem more usable as they can work with the grays. Unsure if they should be so close in value though. It would be nice if one for them could be used for wet sand. I don't have a good sand color though (desat light yellow). And nothing to make skeletons with (like rikfuzz's light yellow green bone colors).


If I were to sacrifice a color, I'd merge the two darker purples, perhaps. Or maybe dark green and dark teal.

30
Pixel Art / Generic 16+16 color palette
« on: September 25, 2013, 07:38:41 pm »
People have been asking me for a 32 color palette, but I figured I'd make it easier for me by just expanding on the old 16 color palette (not allowing myself to change those). That palette was focused on RGBO and several darks. It was missing CMY hues, a skin tone (sacrificed it for the yellow), some greys and more strong graphical mid-tones usable for text and such. The first step was to just fill in those gaps, so I did that and then started nudging the colors around, but it's hard to tell at this point if the colors are usable.



Comments:
Two grays at the either side of the old one. Note that the darker gray is a bit colder to meet up with the other dark colds. Unsure what this does to its role as a bridge color. I haven't really checked how these gray values ramp into other colors.

A wine red / dried blood red which I figure could be useful. Different from the old-poop brown, but perhaps the dark-pink later gets a bit too close for comfort.

A more bold orange for explosions. Fits into the brown yellow ramp.

My favorite yellow! Maybe even my favorite color.

Now, the requested purples. And three of them! I'm quite unsure about the values for these, but would like them to play well with ramps and maybe even fit into a skintone ramp (or as saturation points to spice up skin tones). Also, I felt that the old palette was very focused on darks and brights so I wanted some mid-tone colors. I'm thinking, Kirby-type creature light and shadow, or something like that. It's sort of hard to tell how well these work without doing some mockups or manual indexing of existing game screens (black BG games will work differently from say, sky BG games like Mario). I'm worried that the dark-pink is too close to the red. I added a colder version too, simply because it was missing.

The promised skin-tone returns! I want this expansion to be Eroge-certified! Unsure how it will handle darker tans though. Or tan lines! I suppose the lighter pink could be put a value notch above the skin-tone rather than below because tan lines are often colder in tone, but... it seems to be more useful as it is.

Cold green to fill in the green ramp. Could be colder.

Two teals. Just added them to fill in the blank slots, unsure about their use.

A purple dark blue, just because the old one was so green (meant to be used for water).

A regular blue to plop into the blue ramp. Could be a tad more saturated perhaps.

Two muddy yellows that I hate, but they fill in a missing part. Maybe usable for burnt grass and such. Maybe the dark one should have a Metal Slug hue?


--- That's it. The tricky part about multipurpose palettes like this is that it's tempting to change a color because it works better on a single test (or because it looks "new" and you forget the use/justification of the old version). I think I'll do some tests manually re-indexing some game screens (Photoshop is kinda crap at indexing). If you want to fiddle around with it, feel free. I don't know which role a lot of these new colors could play, but my hope is that they make non-black BG games more feasible.


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