Creating pixel art

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By hit9918

Prophet (2853)

hit9918's picture

23-07-2017, 00:50

now the sprites go nicely over gras and sand.
I think this was achieved by some pixels of the color "magic blue" Big smile

about the view angle, the game wolf posted, the sprites look more fat than perspective. like just squeezed on the Y axis.
and the colors somehow remind me of CGA. grauw gfx is whole better league.

and somehow I see the sprites standing better than the trees.
I expect tall trees to improve the picture much

By Grauw

Enlighted (8010)

Grauw's picture

23-07-2017, 12:43

hit9918 wrote:

I didnt know that there are so little colors
the below BASIC program makes practicaly all colors (I ignored magenta)
of those I can get different brightness or different saturation but not really different hue

look, ten ramps in screen 5

Well, that Basic program’s output looks really washed out… If you only use 50% of the spectrum, you can make many ramps. But if you use the full spectrum, ramps often need more colours to look nice.

However this does make me realise something; you don’t need all the materials to have full shading from dark to bright. Only the large surfaces need detail, and those are the surfaces facing the camera.

And when the sun is coming from behind the camera like in my field scene, these surfaces are generally all lit, so the brighter colours are most important to have defined. For the sides it’s ok to make more sudden colour changes with the shadow colour. Surfaces which can be shadowed also need definition in darkness, this is why I need an extra dark green for the grass.

hit9918 wrote:

now the sprites go nicely over gras and sand.
I think this was achieved by some pixels of the color "magic blue" Big smile

Note that it also works well with the near-black, but I like the look of the dark purple/blue.


hit9918 wrote:

and the colors somehow remind me of CGA. grauw gfx is whole better league.

Heh, thanks :). Looking closely at that DS6 screenshot, I notice there’s nice shading on the characters actually. But the environment looks kinda bland. By the way, that’s a PC-Engine screenshot. It does have the same palette range as MSX (and MegaDrive), but can show many more colours on screen.

By DarkSchneider

Paladin (792)

DarkSchneider's picture

23-07-2017, 12:06

My opinion is that putting some "black" (or dark color) in the correct places is the best. No need the whole sprite to be surronded by black line.
For the OR operation, I would recommend to use the 15-method, this is, putting the dark border color into color 15 (F). This gives maximun number of combinations to get that color.

By PAC

Guardian (5112)

PAC's picture

23-07-2017, 12:44

Grauw, go ahead with the RPG you are working on, the results are great so far. Wink About the use of outline or not, in my opinion is good to create a clear contrast between the main character and background, working in 2D it makes that scene gets more depth otherwise it looks everything is placed in the same layer.

Yes, maybe the black colour is too noticiable compared to background so you could try with a lighter color but obviously the pallette is limited and we should share colours as much as possible. Anyway it's a matter of taste...

By Manuel

Ascended (15355)

Manuel's picture

23-07-2017, 14:04

Grauw, does that RPG engine use the scroll routines you created in 1999 or so? Smile

By hit9918

Prophet (2853)

hit9918's picture

23-07-2017, 14:16

I still like the darkblue better than black pixels

the starting point of the demo was "when one has the threecolor ramps and is out of palette"
and then it was news to me how those 512 colors got only around 9 different colors on the nanometer hue scale
now I feel that I know all colors in person.
hair, trousers and sand, that gotta be the orange group. and there is nothing in between this and the yellow group.
and you mentioned how faces would get pink because there is nothing in between the orange group and the red group.

By Grauw

Enlighted (8010)

Grauw's picture

23-07-2017, 15:41

@Manuel No Big smile, I’m using V9958 atm. And there’s not much code yet. I’m not promising anything! Just a play-project for now. Having fun with the pixel art, and seeing stuff move.

@hit9918 Not sure I follow exactly? Between the sunny-browns I use and barbie-pink, there’s at least two degrees of hues inbetween, a colder brown and a blue-ish pink.

By hit9918

Prophet (2853)

hit9918's picture

23-07-2017, 17:08

I meant nothing exists between orange and red group
red group
5,4,4
4,3,3
orange group
5,4,3
4,3,2

By DarkSchneider

Paladin (792)

DarkSchneider's picture

23-07-2017, 17:38

Grauw wrote:

@Manuel No Big smile, I’m using V9958 atm. And there’s not much code yet. I’m not promising anything! Just a play-project for now. Having fun with the pixel art, and seeing stuff move.

@hit9918 Not sure I follow exactly? Between the sunny-browns I use and barbie-pink, there’s at least two degrees of hues inbetween, a colder brown and a blue-ish pink.

Nice. The v9958 is the most unused and wasted MSX resource. And so full of possibilities. It allows to bring console-like games to MSX.

By Grauw

Enlighted (8010)

Grauw's picture

23-07-2017, 17:47

Ah, I see, because the component values are only spaced at most two units apart.

Sunny brown: (6, 5, 3) (5, 3, 2) (4, 2, 0)
Cold brown: (6, 5, 4) (5, 3, 3) (4, 2, 2)
Blueish pink: (6, 5, 5) (5, 3, 4) (4, 2, 3)
Piggy pink: (7, 5, 5) (6, 3, 4) (5, 2, 3)

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