AuthorTopic: Feature 05 - Generic 16 color palette  (Read 200858 times)

Offline Arachne

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Re: Generic 16 color palette

Reply #70 on: June 24, 2007, 09:04:49 pm
Thanks, Helm :) Yeah, I tend to go a little crazy with it once I get started. :huh:

This is what I'm using now. More contrast :D

« Last Edit: February 28, 2008, 11:59:36 pm by ptoing »

Offline Arne

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Re: Generic 16 color palette

Reply #71 on: June 24, 2007, 10:32:06 pm
I think that kicked the darks back to far.


So far I don't have a problem with the full white.

Offline Helm

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Re: Generic 16 color palette

Reply #72 on: June 24, 2007, 11:57:09 pm


in spriting stuff this palette is a bit tricksy I found. The darker shades tend to group, not even out so they can be used as buffers. The blue and the desat blue mix well as dithering, but again don't provide a small ramp against each other.
« Last Edit: February 28, 2008, 11:59:51 pm by ptoing »

Offline Ai

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Re: Generic 16 color palette

Reply #73 on: June 25, 2007, 03:28:43 am
The latest update has a L (of L*a*b*) ramp very close to linear, which speaks pretty well of it.
Comparing it with Arachne's version, it's much more evenly distributed; Arachne's has pairs of colors of very similar intensity.. which does boost contrast overall, but I believe for a palette this size you can't afford to spend slots on colors that just look muddy when mixed.

Helm, the latest palette doesn't have that problem as severely; you can get some depth from it. (although the other grey's gone -- but IMO that improved your sprite's look.)
If you insist on being pessimistic about your own abilities, consider also being pessimistic about the accuracy of that pessimistic judgement.

Offline Helm

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Re: Generic 16 color palette

Reply #74 on: June 25, 2007, 12:20:48 pm
I am using the latest palette. plant 2 (from darkest) and the sole water color mix muddy exactly how you describe (check the shoulderpad on my sprite) and are too close to each other. They should be ramped, one of the two being brightest so they can serve a function against each other besides a very subtle tint which isn't very useful for game art.



edits on the blue ramp mostly. Check the values.
« Last Edit: February 29, 2008, 12:01:13 am by ptoing »

Offline EyeCraft

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Re: Generic 16 color palette

Reply #75 on: June 25, 2007, 03:27:38 pm
I just wanted to say this topic is totally bitchin'. I'm very intrigued with the whole process, and that latest edit by helm looks even more versatile  :huh:

Offline Arachne

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Re: Generic 16 color palette

Reply #76 on: June 25, 2007, 04:10:05 pm
I tried to do something about that blue, too. Just changed the hue. I do like things dark, so I suppose it's less useful as a generic palette in that respect.



Helm's edit to the right:



Edit: There's a chance I might have my monitor calibrated too dark, now that I think about it. :blind:
« Last Edit: February 29, 2008, 12:01:31 am by ptoing »

Offline Feron

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Re: Generic 16 color palette

Reply #77 on: June 25, 2007, 10:34:33 pm
I tried to do something about that blue, too. Just changed the hue. I do like things dark, so I suppose it's less useful as a generic palette in that respect.

whilst the blue works very well fo that mockup, I can't see it working very well overall.  There just not enough contrast in that blue ramp.

Helm's edit makes a good few suggestions.  this is very close to its final product i can sense.

PS.  Will this thread please get featured and a little banner up the top there??

Offline Helm

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Re: Generic 16 color palette

Reply #78 on: June 25, 2007, 11:01:25 pm
When it's done.

Offline Squirrelsquid

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Re: Generic 16 color palette

Reply #79 on: June 26, 2007, 06:04:28 am
this palette is so awesome! I recreated my shoot em up with it.

« Last Edit: February 29, 2008, 12:01:42 am by ptoing »