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Help/Critique with Color Ramp for game.

Printed From: Pixel Joint
Category: Pixel Art
Forum Name: WIP (Work In Progress)
Forum Discription: Get crits and comments on your pixel WIPs and other art too!
URL: https://pixeljoint.com/forum/forum_posts.asp?TID=25039
Printed Date: 09 June 2026 at 6:14am


Topic: Help/Critique with Color Ramp for game.
Posted By: TEETH
Subject: Help/Critique with Color Ramp for game.
Date Posted: 01 April 2016 at 4:00pm
Right now my game is way too pink. http://rpgmaker.net/games/8195/ - Here's the game to see for yourself I'm completely re-doing all color for the game and I need help with my color ramp.

Here's what I've got so far:


The first is all the colors I'm interested in. The second is my first attempt at a ramp, and the third is the second.

I do like a purple/pink hue, but I don't want my game to be all pink. The ramp still seems to have little variety in color and is very disorganized. Some help is greatly appreciated!



Replies:
Posted By: rocifier
Date Posted: 02 April 2016 at 2:17am
Looks like a good start. I think it's better to take maybe half this number of colours and just start redrawing/recolouring the sprites. If you find you need a new colour then just add it. So try using some of what you have and see how it goes. Complimentary colours are your friend :)


Posted By: eishiya
Date Posted: 02 April 2016 at 7:39am
It's difficult to judge colours out of context. This also looks like a lot of colours, many of which look redundant, but could perhaps work in context. Rather than trying to perfect your palette as a bunch of swatches, take the most extreme and pleasing colours from it, and start using them to redo some assets, like rocifier suggested. Then, add other colours as needed.

I hope you post some assets eventually, I'm interested in seeing how you make the extra hues work, because the pink-purple look seems very appropriate for the game.


Posted By: TEETH
Date Posted: 04 April 2016 at 5:29pm
Hey thanks for for replying. I am using the "pick and choose later" method now and it is helping. I wanted each level in the game to have a certain color theme and I guess I got too ahead of myself with planning.
Here's some assets on a level of a abandoned circus.

Thanks again!


Posted By: jalonso
Date Posted: 04 April 2016 at 5:55pm
Originally posted by TEETH

...I am using the "pick and choose later"...


I love this method at the start of anything

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http://www.pixeljoint.com/forum/forum_posts.asp?TID=9378&FID=6&PR=3 - PJs FAQ <•> http://www.pixeljoint.com/forum/forum_topics.asp?FID=6 - Sticky Reads


Posted By: rocifier
Date Posted: 06 April 2016 at 1:25am
Those are looking really great. A few things:

1) They are overall quite dark and low contrast. Is this intentional for their context in-game?

2) Perspective. Is this supposed to be an isometric type view or should there be some perspective on the stall? In my opinion you could add a bit of perspective (2 vanishing points) if you aren't restrained to an isometric grid (from your original game screenshots you definitely don't seem to be).

3) Number two kind of begs the question of depth. How are you going to represent depth in-game? The character on the left is very flat, and the stall is three dimensional with some shadows to boot.

4) Pick and choose later - good choice especially if you have software that supports adjustable indexed palettes. Just watch your values as per number 1 - right now they are all similar brightness but different shades. You would probably do better to focus on black and white then pick the colours later.


Posted By: Gohan24
Date Posted: 06 April 2016 at 11:12am
I'm pretty new to all this, but can someone describe this 'pick and choose later' method?

And which softwares support switching out colors after the fact, without having to redraw a sprite?

(Currently using GraphicsGale)


Posted By: jalonso
Date Posted: 06 April 2016 at 11:37am
Originally posted by Gohan24

I'm pretty new to all this, but can someone describe this 'pick and choose later' method?And which softwares support switching out colors after the fact, without having to redraw a sprite?(Currently using GraphicsGale)



hehe...that just means you want a 'green' so you use the first green you have and then optimize and tweak later on when you have other colors also chosen in the 'pick and chose later' way so that the time you spend in color optimizing and unification is limited not too mention that the ending 'green' may not even be green at all.

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http://www.pixeljoint.com/forum/forum_posts.asp?TID=9378&FID=6&PR=3 - PJs FAQ <•> http://www.pixeljoint.com/forum/forum_topics.asp?FID=6 - Sticky Reads


Posted By: rocifier
Date Posted: 06 April 2016 at 6:07pm
In terms of how to change the palette later, you can do that in GraphicsGale by setting your file to indexed colour and using the palette window, from what I understand.


Posted By: TEETH
Date Posted: 06 April 2016 at 7:31pm
To respond to rociflier:
1. Yes its supposed to be dark as it's set at night time. Plus there will be lights in the game which brighten it quite a bit.
2. It's isometric. For this particular use of the tent it needs to be isometric.
3. The character on the left is a card board cut-out so there is not a lot of depth but I will see what I can do. It's true it does look quite.. flat.
4. I've tried black and white but its very hard for me to draw if I don't have the "moods" of the color to help me set the tone.


Posted By: jalonso
Date Posted: 06 April 2016 at 7:45pm
Just in case its very important, the tent is not isometric. Its isometric-ish looking but not correct.

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http://www.pixeljoint.com/forum/forum_posts.asp?TID=9378&FID=6&PR=3 - PJs FAQ <•> http://www.pixeljoint.com/forum/forum_topics.asp?FID=6 - Sticky Reads


Posted By: TEETH
Date Posted: 06 April 2016 at 8:52pm
ah. well. i tried. ha


Posted By: rocifier
Date Posted: 08 April 2016 at 5:56pm
What you probably want is an axonometric projection. This describes the difference well and how to draw it http://gas13.ru/v3/tutorials/isometric_pixelart_tutorial_mathematics_of_isometrics.php



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