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Offline Mathias

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Reply #10 on: January 20, 2009, 04:24:30 am
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« Last Edit: October 10, 2011, 08:40:24 pm by Mathias »

Offline McClaneGames

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Re: [WIP] Scroller Game Art Production | C64 colors

Reply #11 on: February 13, 2009, 07:55:54 pm
Nice, the meteors seem a little to repetitive, though, and the character kinda gets lost in all of the similar colors.

Offline EyeCraft

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Re: [WIP] Scroller Game Art Production | C64 colors

Reply #12 on: February 15, 2009, 06:45:40 am
Wow my art popped up  :o

I tried two different ways to convert Eyecraft's meteor to C64 colors, while attempting to maintain his level of detail, both are just palette swaps, not selectively re-colored:


Eyecraft, if yer reading this, I apologize, haha!

That's my best shot ;) EDIT: Tried again (right image)

Quote
Hopefully, the above pic helps those that haven't attempted using the C64 palette for dynamic richly detailed sprites, like this meteor, to understand my challenge. Eyecraft used 12 colors. The C64 palette only has 16. It's impossible to make something like this look good.
Yeah I had to eat some colours with my effort there. But it's not a huge issue. It doesn't matter so much how many colours there are, just what value ranges the colours that you have can cover. Space is a slightly difficult subject for c64 since you don't really have the near-blacks to work with. You basically have to make your game deal more with lighter areas than a tonne of shadow. That's what I think, anyway.

In regards to your mockup, McClaneGames is right, you need to make your character pop out more. Try using warm colours for the character to contrast with the cool colours of the asteroids. Your asteroids are also very square and flat. Try giving more volume to them if you want to add more depth to the graphics. Also if you're going to have a grid-based level like that, why not make larger asteroids that occupy 2x2 grids? Just to help break it up a bit. Or even start working with tiles. This is assuming the asteroids stay fixed in place, anyway.
« Last Edit: February 15, 2009, 07:46:15 am by EyeCraft »

Offline Mathias

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Reply #13 on: February 17, 2009, 01:43:35 am
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« Last Edit: October 10, 2011, 08:40:34 pm by Mathias »

Offline Mathias

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Reply #14 on: February 20, 2009, 12:40:08 am
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« Last Edit: October 10, 2011, 08:40:42 pm by Mathias »

Offline EyeCraft

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Re: [WIP] Scroller Game Art Production | C64 colors

Reply #15 on: February 20, 2009, 04:46:09 am
Your comment about the character getting lost in the surrounding similarly colored objects, and also Eyecraft's similar comment, are spot on, but it's the C64 palette presenting these challenges. 16 total colors is proving painful! Next pixel project, I'm making my own palette! (I'll probably just steal Arne's and expand it!)

I wouldn't despair at this point. There's plenty of room in the C64 palette for warm ramps:



Remember that for every value level in the palette there's a warmer/cooler equivalent (depending on if colour is cool or warm). ie:



Look at greyscale of palette, you can see the value pairs.

Offline Mathias

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Reply #16 on: February 20, 2009, 05:29:37 am
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« Last Edit: October 10, 2011, 08:40:56 pm by Mathias »

Offline Dr D

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Re: [WIP] Scroller Game Art Production | C64 colors

Reply #17 on: February 20, 2009, 07:22:30 pm
Have you considered making the meteors/other objects warm whilst keeping the hero cool?

Offline Mathias

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Reply #18 on: February 21, 2009, 01:42:08 am
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« Last Edit: October 10, 2011, 08:39:26 pm by Mathias »

Offline Dr D

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Re: [WIP] Scroller Game Art Production | C64 colors

Reply #19 on: February 21, 2009, 02:12:02 am
Well, I mean as opposed to vice-versa. (Warm Hero, cool objects).

But, yeah.