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Metroid Prime 2D Title

Metroid Prime 2D Title


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Title: Metroid Prime 2D Title
Pixel Artist: linkdu83  (Level 1 Rookie :: 179 points)
Posted: 2/22/2008 2:21:36 PM
Statistics: 9 comments :: 0 favorites :: 0 avatars

I made this in august 2007, it's a old title screen of my fan game "Metroid Prime 2D". There isn't AA ...

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Christoballs (Level 1 Depressed) at 4/9/2008 11:22:43 AM

Nice! The lightning bolt lacks a little shading, and the background is a little blank (aren't there any bits floating around?). Why not add transparent orange horizontal lines that cover the menu screen?

 


DeProgrammer (Level 5 Soldier) at 2/24/2008 11:42:13 AM
The picture is only 268 colors, actually. I think bigger pictures call for more colors so the transition between colors is smoother. Well, not necessarily bigger pictures, but bigger same-color objects within a piece. 268 is still a bit much, but, Metaru, I think 10 is way too few for something like this. Looking at a quick color decrease by IrfanView, it seems 32 would actually be about right for this.

It would probably be a good idea to keep the letters on a separate layer, so you can more easily change between languages (since if your project succeeds, it will be demanded in other languages than French). :)

Also, this particular color issue gave me incentive to add palette rearrangement based on number of pixels of a given color to my ColorCounter. Thanks. :) And here's the result, showing your palette arranged with the most-used color first. Also, the program tells you the exact number of pixels of each color when you hold the mouse over that palette entry. Hope I'm not bugging anyone with my advertising--it's for the pixel artist community's benefit, not mine.

funcravers (Level 2 Hired Gun) at 2/24/2008 11:24:38 AM
Who cares about the colors. He obviously doesn't care.

Metaru (Level 8 Brigadier General) at 2/24/2008 8:08:07 AM
The GBA has the ability to display up to 32k colors when is used on Bitmap mode(for example, the cutscenes from Metroid Fusion/zero). in Character mode(wich is the game engine itself) the max colors on screen supported are 512. however, these are the sum of every channel used on screen. this is, the engine uses multiple layers to show the elements of each plane, there are 8 layers in total: 4 for background; 1 for sprites, one for transparent elements, and other two for the first plane. each frame consist in a 5bit depth palette, wich means that each layer can display 32 colors separately. so, in resume, the colours used must be limited to each layer' s maximun display, yet not as a single image.

however

 this does not mean that you can wildy go and use all these 512 colors in pixel art. at least not under pixeljoint's "rule" about colors. this means that, besides the use of colors in commercial projects and other media(where the final product is what you're after, rather than the process itself), the wise use of colors is a keyfactor in a technique driven art form such as Pixel Art. if you look at other people's works here, you'll find that the common attitude towards colors is to reuse and control the color count, to keep it below at minum posible. the unwritten rule says that 32 are by far all the colors you'll ever need. this is something that we promote in order to encourage users to keep improving and learning the most basic skills that will surely lead to compose these wonderful pieces that we allow. the fact that a piece that can create the same effect with lesser colors(like fools latest works, for example) is what we are looking for. the control over the color count is, in resume, one of the most basics and yet one of the most important issues in a Pixel Artist's technique.

linkdu83 (Level 1 Rookie) at 2/23/2008 11:14:09 PM
Ok, I hadn't understood ^^ So now I am going to use the palette of 256 colours to make my colours! Thank you:p
But it's not so beautiful with 256 colours ...
But the problem is I want to use 32 000 colours like the GBA ...

Metaru (Level 8 Brigadier General) at 2/23/2008 1:08:12 PM
you ever went far beyond the maximun color count allowed for pixeljoint, wich is 256(based on the GIF and PNG8 pallete size).

but even with 256 colors, yours is a total waste. pixel art is indeed control over each pixel, both color and placement. and the wiser use of colors is something you should start considering if futher interest in this artform is planned. its not debatable. if you don't like, then you are free to leave. if you want to know how to make it posible, then ask how, and info and guidance will be provided.

just to show you, this is your palette(limited to a maximun of 256). in blue i higligh all the colors that are really used in your piece, and basically all the colors you essencially need. the group of black colors in the first rows are basically diferenced by one value in the RGB spectrum(this is, R0G0B0-R1G0B0-R1G0B1, etc.) ridicusly increasing the amount of colors in your palette. its the same with the rest of thye colors in your image.

funcravers (Level 2 Hired Gun) at 2/23/2008 11:41:34 AM
Very very good. Keep it up.

linkdu83 (Level 1 Rookie) at 2/23/2008 10:00:25 AM
I broadly used no more than 270 colours !
Besides, the original is very coloured I have of make the similar pfffff

Metaru (Level 8 Brigadier General) at 2/23/2008 7:02:41 AM
with a color count above 270 colors, i would said that it looks like the original, yet retraced, recolored, with lots of color wasted and that's all it is.

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