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Satsume
Seaman
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Quote Satsume Replybullet Topic: [R&C][WIP] Palette (for videogame)
    Posted: 16 December 2014 at 2:42pm
Hello guys,i'm back, i need a little help with this palette what i've done in 30 minutes.


What do you think about? have some problems?
i need for spriting an entire game (sprites, huds,textures,ect)

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eishiya
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Quote eishiya Replybullet Posted: 16 December 2014 at 3:39pm
Have you tried making any mockups with it? In my experience, that's the best way to see how effective a palette will be short of making all the assets. You could do all the colour analysis on a palette you want, but it won't tell you if it'll look appealing in your specific game.

Another consideration is your game's art direction/look and feel. Personally, I think you have too many pinks and olives, but if the game you plan to make will use those colours a lot (and not, for example purple, of which you have none), then they're good to have. Your palette also looks focused on light colours with much more contrast between successive darks, but again, if you don't need those colours for your game, then it's fine to not include them. No palette is perfect (or even good) for every game, and you should use those colours that work well for the look you want for this game, even if they'd look bad in another game.

Personally, I like to grow my palettes outward, reusing colours when I can, adding more when I can't. The only colour decisions I make before making any art/mock-ups are:
1. my general feel (e.g. do I want it cold or warm, bright or dull, contrasted or subdued, etc),
2. based on #1, I choose my "black", which is never actually black (or even neutral). Choosing something like dark purple or blue as my "black" lets me achieve better unity in my colours (particularly the shadows) without making everything look dull and boring. Proper black/grey does have its merits and uses though and can work with some styles.

Speaking of black, I do have one almost-objective criticism: because you're using black as your dark-end of all the ramps, your darker colours are all very dull and boring and ugly. Choosing a non-black colour as your "black" makes it easier to introduce consistent hue-shifting into your ramps that not only makes your colours more vibrant, but also more unified.
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DawnBringer
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Quote DawnBringer Replybullet Posted: 16 December 2014 at 5:56pm
At first sight your ramps look quite linear and comparted. However, the olive/green/cyan & blue ramps zig-zag very well in their alignments and provides potential interpolators to their neighbours. The olive ramp might be more versatile with a little more red added (close to amber than green).

The rose/magenta ramp is rather strong, it's very close to red...and lines up too much in brightness. Lot's of wasted potential there. Big brightness gap in the middle.

There's a complete lack of violettes. (big gap between rose & blue)

Some redundancies in the brighter shades.

There's a plain (somewhat decent) gray ramp, but a shortage of useful low saturated colors, esp. in the crucial middle brightness register. If you wanna add some life, variation or realism to things, you're gonna need more of those.

Not bad work for 30 minutes though! :)
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