Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411430 Posts in 69363 Topics- by 58416 Members - Latest Member: JamesAGreen

April 20, 2024, 12:17:57 AM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsDeveloperArt (Moderator: JWK5)EGA style art redux
Pages: [1]
Print
Author Topic: EGA style art redux  (Read 1660 times)
z84c00
Level 0
***


View Profile
« on: January 13, 2015, 10:49:07 AM »

Hi Everyone!

For all you pixel artists out there, I was wondering if you know of any good examples (or if you're interested in whipping something up) with 2 bits/component. So basically RGB222 which would give you a whopping total of 64 colors on-screen. The Sega Master system used this as did most arcade games, barring the extra 2 bits for red/green (rgb332).

It looks like most EGA games at the time just color-reduced the higher bit-art which ended up with some really crappy art and garish colors. That said, 'poppy' games like Drop Wizard and the like should make for excellent candidates and shouldn't really suffer.

Just curious if better tools and experience makes it easier these days to do pixel art at that level..

-Z8
Logged
Jondog
Level 4
****



View Profile WWW
« Reply #1 on: January 21, 2015, 11:24:36 PM »

This is what you want http://en.wikipedia.org/wiki/List_of_monochrome_and_RGB_palettes#6-bit_RGB

Basically what you do is create the RGB222 (each colour goes 0, 85, 170, 255) palette and then only ever use those colours. I don't really know of any examples though.
Logged

z84c00
Level 0
***


View Profile
« Reply #2 on: January 22, 2015, 03:54:27 PM »

This is what you want http://en.wikipedia.org/wiki/List_of_monochrome_and_RGB_palettes#6-bit_RGB

Basically what you do is create the RGB222 (each colour goes 0, 85, 170, 255) palette and then only ever use those colours. I don't really know of any examples though.

Yeah, the problem with those kinds of examples is that they're just color reductions rather than being done with RGB222 from the start. A lot of games just look awful because they started out with a higher color resolution and then just downsampled them and put them in a box. If you look at some of the later SMS system games (James Pond for instance), there's a HUGE difference.

-Z8
Logged
Jondog
Level 4
****



View Profile WWW
« Reply #3 on: January 22, 2015, 10:13:15 PM »

I found some examples here http://forums.tigsource.com/index.php?topic=32477.msg869511#msg869511
Logged

surt
Level 7
**


Meat by-product.


View Profile
« Reply #4 on: January 23, 2015, 01:29:48 AM »

It looks like most EGA games at the time just color-reduced the higher bit-art which ended up with some really crappy art and garish colors.
Most EGA games (very nearly all) just used the default EGA palette (CGA global palette). This was apparently because using a custom palette wasn't supported by all EGA cards. Some games that also supported VGA did just nearest-fit the VGA graphics into the default EGA palette.

I've done a bit of SMS spec stuff: http://opengameart.org/sites/default/files/space_merc.png, http://opengameart.org/sites/default/files/monkeylad_mockup.png, http://opengameart.org/sites/default/files/plastic_shamtastic_mockup.png
Really not bad to work with once you accept the limited greys and lack of low-saturation dark colours.
Logged

Real life would be so much better with permadeath.
PJ Gallery - OGA Gallery - CC0 Scraps
Sik
Level 10
*****


View Profile WWW
« Reply #5 on: January 23, 2015, 12:46:25 PM »

EGA enforced the default palette in 200 lines modes, for the sake of compatibility with CGA monitors. Since that's the resolution nearly every game used, games were stuck with the default palette.
Logged
z84c00
Level 0
***


View Profile
« Reply #6 on: January 23, 2015, 01:03:59 PM »

It looks like most EGA games at the time just color-reduced the higher bit-art which ended up with some really crappy art and garish colors.
Most EGA games (very nearly all) just used the default EGA palette (CGA global palette). This was apparently because using a custom palette wasn't supported by all EGA cards. Some games that also supported VGA did just nearest-fit the VGA graphics into the default EGA palette.

I've done a bit of SMS spec stuff: http://opengameart.org/sites/default/files/space_merc.png, http://opengameart.org/sites/default/files/monkeylad_mockup.png, http://opengameart.org/sites/default/files/plastic_shamtastic_mockup.png
Really not bad to work with once you accept the limited greys and lack of low-saturation dark colours.

Thanks for that! That's exactly what I tried to say.. There's a huge difference between handcrafted RGB222 art than just scaled down ones.. The 16-color palette is very interesting too btw!

-Z8
Logged
Pages: [1]
Print
Jump to:  

Theme orange-lt created by panic