AuthorTopic: [deleted]  (Read 33056 times)

Offline Mathias

  • 0100
  • ***
  • Posts: 1797
  • Karma: +2/-0
  • Goodbye.
    • http://pixeljoint.com/p/9542.htm
    • View Profile

[deleted]

Reply #20 on: February 21, 2009, 05:39:29 am
[deleted]
« Last Edit: October 10, 2011, 08:41:06 pm by Mathias »

Offline Mathias

  • 0100
  • ***
  • Posts: 1797
  • Karma: +2/-0
  • Goodbye.
    • http://pixeljoint.com/p/9542.htm
    • View Profile

[deleted]

Reply #21 on: February 22, 2009, 01:50:17 am
[deleted]
« Last Edit: October 10, 2011, 08:41:16 pm by Mathias »

Offline Ai

  • 0100
  • ***
  • Posts: 1057
  • Karma: +2/-0
  • finti
    • http://pixeljoint.com/pixels/profile.asp?id=1996
    • finticemo
    • View Profile

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

Reply #22 on: February 22, 2009, 02:06:54 am
After hours of falling down trying to climb walls in the creation of Meteor Boy's art I suddenly realize that using the 16 color C64 palette for such a large res game is foolish. Large by old skool standards anyway.

Even the Amiga, with it's richer palette, was only 320 X 256. Meteor Boy is 800 X 600, which is about 250% greater! Earlier I posted I had a feeling it may not make sense to use the C64 palette but not it's other restrictions.
640x256/240/200 was also a standard resolution for Amiga (used by some pinball games, aside from the desktop)

Anyway, the 4096-color master palette of Amiga OCS/ECS is pretty much ideal for creating palettes, it prevents you from making too-similar colors while still offering all the colors you could meaningfully choose between. I used it to build the new OHRRPGCE master palette (http://rpg.hamsterrepublic.com/bugzilla/show_bug.cgi?id=60), with a little smoothing out of color ramps in full 24bit after the basic color selection. If you're making your own palette, I really recommend that kind of simplification, it saves quite a bit of meaningless agonizing.

Quote
Now I feel that the C64's palette complements it's res and display restrictions. With 800 X 600 you lose that low res charm and you're only left with the odd, often ugly, color combinations. Too many pixels to fill with too few colors. Creating detailed sprites with those 16 colors doesn't feel or look right. I need more colors for this project.

I am officially abandoning the C64 palette right now. Meteor Boy will get totally redone with a new larger palette.

Screw you, Commodore64!! Yet I am the one that's defeated . . . oh well, this is one of those learn the hard way things. So be it. Oh well, I don't care, because now I'm really ready to roll! Hopefully I don't underestimate pixel art restrictions again. If you feel you'd like to dispute my point of view in the c64 palette thing, let's hear it.

One thing about the C64's (and CPC's) charm is widepixels. There is just something cute about widepixels. You could try running at 400x600 (== 800x600 square pixels), I think it would work quite well with the motifs of this game.

EDIT: Yeah, sort of like your new post says.
If you insist on being pessimistic about your own abilities, consider also being pessimistic about the accuracy of that pessimistic judgement.

Offline Mathias

  • 0100
  • ***
  • Posts: 1797
  • Karma: +2/-0
  • Goodbye.
    • http://pixeljoint.com/p/9542.htm
    • View Profile

[deleted]

Reply #23 on: February 22, 2009, 03:06:19 pm
[deleted]
« Last Edit: October 10, 2011, 08:41:26 pm by Mathias »

Offline McClaneGames

  • 0001
  • *
  • Posts: 93
  • Karma: +0/-0
  • Evan M
    • View Profile
    • NinetySix, Co.

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

Reply #24 on: March 02, 2009, 10:00:41 pm
Double-size looks nice, Double-wide IMO is just plain fugly, and I'm hoping you can get that C64 palette working! 

Offline Mathias

  • 0100
  • ***
  • Posts: 1797
  • Karma: +2/-0
  • Goodbye.
    • http://pixeljoint.com/p/9542.htm
    • View Profile

[deleted]

Reply #25 on: March 09, 2009, 05:32:09 am
[deleted]
« Last Edit: October 10, 2011, 08:41:35 pm by Mathias »

Offline Dr D

  • 0010
  • *
  • Posts: 415
  • Karma: +0/-0
  • Not a real doctor.
    • View Profile
    • PJ Gallery

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

Reply #26 on: March 09, 2009, 06:18:38 am
It looks great, but why the change of theme? As far as I can tell, the previous screenshots had nothing to do with the theme the title is implying. But ah, if you have changed something or didn't show us something important, then ignore this post. It looks great anyway.  :crazy:

Offline Pizza Tom

  • 0010
  • *
  • Posts: 224
  • Karma: +0/-0
    • @pizzadramon
    • pizzatom
    • View Profile
    • Blag

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

Reply #27 on: March 09, 2009, 06:23:16 am
Just in case you didn't notice, it seems you forgot to change the japanese text. :x

Been watching this thread for a while, I'm really excited to see how it all turns out!  ;D
pizzatom.tumblr.com
@pizzadramon

Formerly Regulus Awesome

Offline Ryumaru

  • Moderator
  • 0100
  • *
  • Posts: 1683
  • Karma: +0/-0
  • to be animated soonly
    • ChrisPariano
    • View Profile

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

Reply #28 on: March 09, 2009, 06:25:13 am
A logo should be readable very fast, this one is not. Id make the little "holes" in the letters darker, or at  least put a selectively black outline throughout them or something. Also the O in Boy looks more like an A. That said the actual rendering of the letters and simple handling of the technical look worked out very well.

Offline thedaemon

  • 0010
  • *
  • Posts: 110
  • Karma: +0/-0
    • thedaemon
    • View Profile
    • personal website

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

Reply #29 on: March 09, 2009, 09:52:37 pm
A logo should be readable very fast, this one is not.

A logo should be. I agree, but have you ever seen any scene logos? Most of them are not legible to me. Even after staring for what seems like hours I just can't read them. The same with graffiti. I think's it's pretty readable to my standards. Much more than others. Style comes into play more so.
gemini://thedaemons.space
https://thedaemons.space