AuthorTopic: Pixipedia  (Read 8100 times)

Offline Peppermint Pig

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Pixipedia

on: July 29, 2005, 01:44:21 am
Pixipedia is the Wiki we host for storing information about Pixel Art.

http://pixel-arts.org/pixipedia/

This thread is a place to discuss the content, since it looks like we could use one!

A common problem people are having is that they're not seeing updated copies of the page when they view and edit, which is a quirk with caching. You can modify your cache settings to 'always look' for updates of the page, and I think that will resolve our problems, at least for now..

Offline Helm

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Re: Pixipedia

Reply #1 on: July 29, 2005, 01:54:54 am
Do you guys think bringing in BUFFERING in the AA entry is worthwhile? I think I'm one of three people that use the term so I wouldn't like to force it, but it's significantly different from more advanced forms of AA. AA is a holistic effect, whereas buffering is used on a case-by-case basis, where a more smooth gradient between two colours is needed. The benefit with buffering is selective usage: you don't suffer from the well-mentioned overal AA blur.

Offline lief

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Re: Pixipedia

Reply #2 on: July 29, 2005, 02:00:32 am
helm: yes. it is a seperate technique.

Offline Peppermint Pig

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Re: Pixipedia

Reply #3 on: July 29, 2005, 02:19:49 am
So refer to Buffering in the AA topic, but create a new topic for Buffering itself?

(eventually we should get images!)

Offline lief

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Re: Pixipedia

Reply #4 on: July 29, 2005, 02:43:58 am
yes.  like "See also: Buffering"

We also need a section on the subject of luminescent hue rotation (eg. making shadows blue), as a lot of newbies seem to ask about it.

Offline Peppermint Pig

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Re: Pixipedia

Reply #5 on: July 29, 2005, 02:55:19 am
Alright lief. Can you do some visual examples for that? Luminescent Hue Rotation is a topic that should be grouped under the Methodology category.

To clarify, we have Terminology, Methodology, and Tutorials:
Terminology shouldn't be filled with 'how to make a ff sprite', just as Tutorials shouldn't have 'how to anti alias' either. Methodology strikes a middle chord where color theory is a strong candidate.

Anyways, don't sweat the details. If you don't categorize the page, I'll do so for you, though it's explained in the posting guidelines page.

Offline lief

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Re: Pixipedia

Reply #6 on: July 29, 2005, 03:10:45 am
its cool lil piggy
ill sort it out, just have to get a couple of visuals done up...

lol 'how to make a ff sprite' <- please don't make a section that will fit neatly into

Offline Helm

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Re: Pixipedia

Reply #7 on: July 29, 2005, 06:14:38 am
"making shadows blue"

this falls under colour theory. It shouldn't be a piece of independent knowledge, it should fall within a larger methodological framework concerning colour usage. You don't just pick a hue direction and go thataway to get an interesting result ( well, you can do that, but it's a bit more complicated if you want to master it) it has to be in a general discussion about complementary colours, seye afterimages, negative space, saturation and warmth impressionism etc etc etc

we have a lot of work in the wiki ahead of us.

Leif, I trust you're interested in the theoretical side as well, right? The more the merrier.

Offline lief

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Re: Pixipedia

Reply #8 on: July 29, 2005, 06:46:51 am
yes, i was merely referring to the two simplified/stylized techniques in common useage, hue rotation and "making shadows blue".  a broader coverage of color theory would not go astray however.
Quote
Leif, I trust you're interested in the theoretical side as well, right?
As well as what, Helm?
I've only discussed theory so far...  ;)  count me in for all the time i can spare.

Offline Helm

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Re: Pixipedia

Reply #9 on: July 29, 2005, 08:01:57 am
as well as actual pixelling :)

Offline Gil

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Re: Pixipedia

Reply #10 on: August 01, 2005, 12:45:09 am
I think it's nice to notice that hue rotation and making shadows blue is a different technique. In certain games you see a shallow hue ramp, with a sudden jump to a blue or purple on the last colour. This is a great way of suggesting Ambient blue light, which is something you need to create realistic dusk settings. This is why when playing SoM it seems like dusk all the time.

Oh, and atmospheric lighting would fit nicely within the hue rotation topic too. And I think it would be cool not only to discuss the hue ramp, but also the equally important saturation and brightness ramps. Brightness seems like an easy one, because you could just stairstep it through your shades, but imo you get nicer effects with a more parabolic approach.

Offline lief

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Re: Pixipedia

Reply #11 on: August 01, 2005, 01:59:57 am
i was alluding to the fact that they are both cheap workarounds :) 
with knowledge of "why it is so" people can free themselves from the evil constraints of blue shadowing ALL THE FREAKIN TIME

Quote
Oh, and atmospheric lighting would fit nicely within the hue rotation topic too. And I think it would be cool not only to discuss the hue ramp, but also the equally important saturation and brightness ramps. Brightness seems like an easy one, because you could just stairstep it through your shades, but imo you get nicer effects with a more parabolic approach.

So a general lighting section is in order.  Interesting thought with the brightness, I  never really considered it much, it just happens for me.  I tend to think of this more as ambient/spot lighting balance (which is what will alter the "brightness ramp")

Offline Gil

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Re: Pixipedia

Reply #12 on: August 01, 2005, 07:54:20 pm
In the end I think most of us are just fooling around, but sometimes it's nice to know the theory is there, to fall back upon when something looks "off" for no apparent reason.

Perhaps we should create some algorithms to calculate nice pallettes for you. You fill in one colour and it creates a number of shades and pallettes to pick from, with some easy sliders and such...

Offline lief

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Re: Pixipedia

Reply #13 on: August 01, 2005, 09:45:12 pm
In theory it is possible, but so are computer generated melodies and they don't work too well.  That is what makes this ART, the human element.  Would be good for some to get ideas or inspirations.  This would actually be easily possible via photoshop actions and a super-special-pre-made image with some fancy layers.