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TIGSource ForumsDeveloperArt (Moderator: JWK5)Make fun of my 256 color palette
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Author Topic: Make fun of my 256 color palette  (Read 6055 times)
Souseiseki
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« on: September 25, 2008, 07:28:28 AM »

hi
i'm still in the VGA era

the last two rows are fullbright colors that do not get shaded.
I know i'm missing something here in this color palette but i can't put my finger on what.
It's for a futuristicish retro 3d game. Think Duke Nukem 3D sort of.
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Gainsworthy
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« Reply #1 on: September 25, 2008, 07:48:56 AM »

Wait, why am I making fun of this? Is it a funny palette? Like, a parody palette, or, what?

Commas.
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Alevice
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« Reply #2 on: September 25, 2008, 08:02:35 AM »

aaahaha, look at those colors! aaahahahhahahahahahaha!
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Farbs
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« Reply #3 on: September 25, 2008, 08:28:15 AM »

Some (but not all) of your gradients have a constant hue. If I've learnt anything from reading tutorials but never actually drawing anything, it's that a shading gradient with a constant hue looks dull and lifeless.

Both Arne and xerus have written on the topic.
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moi
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« Reply #4 on: September 25, 2008, 09:07:54 AM »

Why restrict to 256 colors nowaday?
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Souseiseki
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« Reply #5 on: September 25, 2008, 09:12:18 AM »

because it's going to be a DOS game!! if i can get djgpp to cooperate anyway
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muku
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« Reply #6 on: September 25, 2008, 09:13:29 AM »

I'm sure you saw that coming, but: why restrict to DOS nowadays? Wink
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Souseiseki
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« Reply #7 on: September 25, 2008, 09:19:49 AM »

So I can play it on my 486 and Pentium systems! SDL is so hoggish. Also the DS may be a target
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Fifth
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« Reply #8 on: September 25, 2008, 09:48:06 AM »

Some (but not all) of your gradients have a constant hue. If I've learnt anything from reading tutorials but never actually drawing anything, it's that a shading gradient with a constant hue looks dull and lifeless.

Well, for a Duke3D-esque game, the "fade to black" gradient is important so that you can have everything fade adequately into darkness...

I don't really understand the logic behind ramping the second half of the gradients the other way, though...
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Souseiseki
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« Reply #9 on: September 25, 2008, 09:51:38 AM »

I don't really understand the logic behind ramping the second half of the gradients the other way, though...
me neither, but i have to do it for the sake of color swapping
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Renton
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« Reply #10 on: September 25, 2008, 03:05:36 PM »

What a shitty palette. I mean, I haven't seen such a badly assembled palette since 1964. I can only slightly smile at this palette, because it's so bad, it's not even funny. Can't even make fun of it. It's just bad. It brought tears to my eyes, only upon seeing the first square.

Jokes aside, I'm gonna have to second Farbs on the subject of hue.
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« Reply #11 on: September 25, 2008, 03:09:04 PM »

Some (but not all) of your gradients have a constant hue. If I've learnt anything from reading tutorials but never actually drawing anything, it's that a shading gradient with a constant hue looks dull and lifeless.

Both Arne and xerus have written on the topic.

Farbs beat me to my very thoughts... damn.
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ஒழுக்கின்மை (Paul Eres)
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« Reply #12 on: September 25, 2008, 04:50:43 PM »

Needs less saturated colors!

Here's one I made a few weeks ago:



Yes, I use Fractint to design my 256-color palettes.
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Problem Machine
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« Reply #13 on: September 25, 2008, 05:00:04 PM »

256-colors! SCOFF. MY palette has 259 colors. Your weak pathetic palette disgusts me.
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Xion
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« Reply #14 on: September 25, 2008, 06:02:21 PM »

Gluttonous fools -
16 colors is more than enough.

on topic: you could also try unifying the pallette a bit more. Not so much that it looks monochrome, but so you don't end up having a red object in a blue room with a completely different ambient feel to it, if that makes sense. Of course, this might only be useful in low-color palettes, as that's all I ever work with.
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neon
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« Reply #15 on: September 25, 2008, 08:41:54 PM »

as everyone else said, straight color ramps are  Angry Angry Angry

in cosmigo promotion you can make custom ramps automatically which is kinda cool but not really
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Arne
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« Reply #16 on: September 26, 2008, 07:33:42 AM »

I've been working on a palette creation tool. Basically I can place colors as points in a 3D HSV cylinder. It allows me to see ramps as strings of colored beads. Yeah, they should twist through the HSV dimensions. You also need to think about a few things:

Some colors are more commonly seen than others. We don't have much use for neon greens and purples for example, if we're doing somewhat realistic and figurative art. Games are about graphics and readability though. The 256 colors should be spread out in the HSV cylinder so you have a higher density of color indexes in useful areas, but a the same time you should also cover the more extreme colors.

Having a lot of neon greens or darks is not that useful because out eye can't tell the difference between them.

Ramp, yeah. And cross ramping. Difficult equation to solve, getting all of the above into sensible ramps.

Also, the HSV of a ramp tends to twist in certain ways. Shadows are often colder and less saturated, and light may be warmer... if you're outside. Indoors you have warm shadows (that's why webcam pics with no color balance are orange) and cold light (window light is stronger than roof light).
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Fifth
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« Reply #17 on: September 26, 2008, 01:43:38 PM »

So, what kinda programs are there for making 256-color palettes?  I've been using Autodesk Animator for that purpose for years, and I can't really conceive of any better way to do it... but then, I really haven't looked.
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Souseiseki
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« Reply #18 on: September 27, 2008, 10:31:14 AM »

I used eXtendable Wad Editor to make mine.
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« Reply #19 on: September 27, 2008, 10:37:32 AM »

I love your color palette. It's good to know people are still willing to make DOS games. It brings a tear to my eye.

Also, Rozen Maiden rocks.
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