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I believe that kind of dithering is called Floyd-Steinberg.
@Manupix - I wanted a gradient in the sky and was bored of standard dithering... yep, that's literally the reason I tried my hand at... whatever this style of dither is called again. Not gonna lie, I thought the result wasn't that bad... I might have to try more dither methods and come up with something that has a similar gradient but look less chaotic..
@King of Game@ - Initially I was going to have the title similar but al did an edit in a similar style and I felt it looked a lot better and gave a bit better of a mood as well. I could give the girl more of the lightest colour but the only place that would really allow for it is the breasts, and that would turn them into anime cliche mountains of bouncyness. =/
I might have to tweak the sprite a bit more.
@Drazelic - Thanks.
Awesome!
... except that fugly dithering in the sky, what were you thinking?
This is great, really pushing GB limitations to the limit. However some readabilty issues in the sprite (not enough of the "black or white" to make it stand out from the tiles enough. Also on the left screen, why does the tree weave around those last two letters? Let the title be bold and on top-most layer.
Loved watching the progress in the forum thread. Great work! I'm quite impressed by the grass and water tiles in particular.
Oh, well that makes a lot more sense. XD
Also thanks.
I could be completely and totally wrong, but I believe Bitslap meant depth. I'm inclined to agree, too; your use of subtle gradations in light and color really make the foreground pop. Excellent work.
@Hapiel - Thanks.
@Bitslap - Dept. You mean I dept as in I owe the awesome people here for helping making this better than my initial vision?
Awesome stuff! I loved watching the progress, but I was just too baffled by the screen on the right to write a senseful comment!
Dat feel of dept, everywhere.
Good job and good luck
Wait, you mean there's an algorithm for this kind of dithering - I was treating this similar to regular dither but with random ipx lines to create a sort of wavy effect. (which is why the ones on the outside look a bit noisy because I couldn't workout where they were meant to be placed.) I might have to find the actual code, it would be pretty cool to know the maths to a dithering technique. (Game's Art is making me see the benifits of being a Tech Artist) Oh god, this guy helped found the concept of Parsing. That's pretty cool. Thanks for the link skamocore. I thought it simply had a name like the checkerboard dither, hatch dither and bubble dither. Although they probably have proper names as well.