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You've put the spectrum back together to shade that white mushroom. Amazing!
wow... and what jok said. It reminds a bit of chaos engine game. I'll try to use it somehow.
why would one carry a palm tree? o.O
but seriously i wish I knew how to mix colors as perfectly as this...
nice vibrant palette :) gfx looks like from BBrs now :)
STOP BEING SUCH A GODDAMN WIZARD, MY BRAIN CAN ONLY HANDLE SO MUCH OF YOUR WITCHCRAFT!
no but seriously man, your stuffs a big inspiration to me keep it up!
And yeah, Dan Malone is the king! Looking back at old Amiga games that I used to think had such great graphics...one finds they are actually pretty crappy. The average PJ'er could improve on 90% of all Amiga games today...but Dan Malone's stuff is still the bomb! I only steal from the best! :D
@Friend: Weaker is a strong word!
DB16 was focused on having the best possible brightness ramp and interpolations. Fun16 has a wider color-spectrum and more saturation. You can represent more colors with Fun16 but it may not always be as smooth and consistent as DB16. Once you pick a few start parameters; a well balanced palette develops in a rather predestined way. And in the case of Fun16 we ended up with, in contrast to DB16's well-distributed shades, some colorclusters of similar brightness but varying hues. This will allow for many smooth dithers, color-mixes and other effects (hopefully!). Fun16 is a different monster from DB16...go tame it!
This image shows that the way the colors interact may give the general impression of a slant towards violett/blue (esp. when trying to mix for grayscales)...If there's ever a v2.0 I might make the darkest brown and blue a little more complementary so they'll mix to a little less blue result. The "gray" is also the darkest green and a point in a sequence of alternating hues, it's not really trying to unite anything! ;)
@AshCrimson: It's basically the same principle as dithering; combining colors to produce the impression of another. It can be done on several levels...within a cluster, using colors of similar brightness. In a ramp (AA f.ex) sequencing various hues of changing brightness. F.ex mixing two complementary colors (like red & cyan) will produce a neutral gray. My palettes are designed with this in mind; to allow a maximum of potential mixes & interpolations while still having well ramping archetypical colors as a foundation. As Pheno pointed out: gold is often a bit greenish...and I indeed made the ring extra green to contrast it with the brass of the glasses (which is a bit tricky since the there's no plain medium-brown in Fun16, just an orange). But more specifically...mixing the sand-color with bright-green produces a perfect yellow, and mixing it with the medium-green produces an orange-yellow! Besides it can make art more interesting and varied, not to always pick the first color that comes to mind.
Gold tends to have a greenish tint to it. Plus, in pixel art, that makes it easier to distinguish from bronze or brass.
I love me some bright colors. I'll have to try this out.
Nice props, Your style reminds me of the work of Dan Malon, very good.
I love how it is more contrast compared to DB16. I.e. metalic objects look more metallic, while other objects still look more crisp. Although bluish tint makes it colder.
I find this palette a bit weaker than the db16. I find the yellows too weak, the purple doesn't sit well on the greenish grey. In fact I don't think the grey unifies the palette as well as the db16 neutral tones.
Amazing colours, but i just don't understand the placement of them; to me it seems absurd to put green, blue etc next to yellow to simulate gold; i'd go with orange, or use pink to depict metal. I know it's the result of a limited palette, if you can't tell im pretty bad/ignorant with/about the colour theory.
Truely a wizard. Hope all is well DB!