06 April 2015, 09:44 | #141 | |
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With copper and good color placement, we can have more than 16/32 color on screen. The upper portion of the screen and the bottom can be "Copperized" very good! I would have the less colors possible so we can use HW Sprites to add Parallax. |
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06 April 2015, 12:29 | #142 |
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I'm working on the color palette. So far i managed to combine both of the levels (as they share gfx) to one pic (60 cols) and now i'm separating the parts that should use the same colors and treat them accordingly.
Remember, i'm not a pro paint artist, so i keep posting the unfinished pics for anybody else who might want to help. Anyway, plant's green consists of 8 shades, which could be reduced to 4, i believe. upd: I'm down to under 50 cols now: rocks+baddies: 10 ( - white), lava: 11 (- white), plants: 9, floor, wood, house: 20 ( - white). Last edited by Cylon; 06 April 2015 at 14:41. |
06 April 2015, 14:08 | #143 | ||
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Floor and lavas' accurate colors can be done with copper.. @Cylon Can you put all tiles' without floor and lava and see how many colors can we reduce them? Btw we can even use a dynamic palette to switch color within levels.. Quote:
Even the upper portion of the trees can be palettized: http://eab.abime.net/attachment.php?...3&d=1428264367 Last edited by TCD; 06 April 2015 at 15:28. Reason: Back-to-back posts merged. |
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06 April 2015, 14:34 | #144 | |
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i got 42 cols, plus zero gun (transparency) and white for my grid.
Wood+floor is difficult; the old trees are using 5 cols alone. hm. Quote:
Last edited by TCD; 06 April 2015 at 15:27. Reason: Back-to-back posts merged. |
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06 April 2015, 14:37 | #145 |
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the trees' upper portions were we have a green foliage I mean. What do you think?
floor and lava can be palettized with copper, so leave them out. Last edited by TCD; 06 April 2015 at 15:27. Reason: Back-to-back posts merged. |
06 April 2015, 15:09 | #146 |
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06 April 2015, 15:13 | #147 |
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06 April 2015, 17:47 | #148 |
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Down below 40 colors, things getting interesting.
Rocks+Badds: 5 Lava: 8 Plants green: 5 Floor+wood: 1514 =33+2. It's hard for me to strip details, that's why i am not doing it. Rearranging colors to be useful for copper-reuse will be one of the next steps. Might help, if someone with skills can tackle the wood-brown png. Last edited by Cylon; 06 April 2015 at 18:15. |
06 April 2015, 17:49 | #149 | |
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06 April 2015, 17:56 | #150 |
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06 April 2015, 17:58 | #151 |
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06 April 2015, 18:45 | #152 |
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I've put the "owl" like baddie to the other one in the grey sheet, so it no longer appears in the yellowish (wood) one.
(we have to consider colors for the baddies, anyway. After the level entry, the rocks on the left side are gone and we have those color registers for the bobs only). i also made this sheet more distinctive by reducing saturation, making it "more grey" than before. |
06 April 2015, 20:04 | #153 | |
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If we can spare some colors for the floor and lava we can use less bitplane in order to have more cicles for blitting bobs Let me know what layout we have. |
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06 April 2015, 20:44 | #154 |
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Here are the combined 64 colors tiles (not complete).
This is not the final 32 color tilemap i'm currently working on, but you get the idea. v6: greens sorted out, colors sorted a little bit, removed 1pixl lightgrey... v7: added another leaf, tunnel (house) tiles added (without framing grid), little pixl faults removed. Last edited by Cylon; 11 April 2015 at 01:45. |
07 April 2015, 07:14 | #155 |
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@Cylon
Great Job so far! I count 35 used color! Not Bad. You're doing a lot of damages! Are these tile 16*16? |
07 April 2015, 11:29 | #156 |
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Nice job you are doing there, just wanted to try a 16 colors conversion, tell me what you think.
Last edited by nobody; 07 April 2015 at 12:38. |
07 April 2015, 11:35 | #157 | |
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It's seems good. In order to spare some colors here a trick: put away rygar since it'll be a sprite, and lava and floor too. Lava and floor can be palettized with copper Can You try 32 colors with enemies? |
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07 April 2015, 11:44 | #158 |
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I was thinking using sprites for backgrounds, i am not expert on the matter but here it is (borrowed some tiles from Risky Woods and improving the original graphics).
And a mockup with 16 colors for main game area and parallax with sprites Last edited by nobody; 07 April 2015 at 12:33. |
07 April 2015, 11:47 | #159 | |
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If we play well with colors reusage with copper we'll have a good scrolling |
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07 April 2015, 21:56 | #160 |
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@nobody
Good work ! @all Please remember to keep some color regs for the baddies and items. a short test with the screenshots from the beginning can give a hint how much colors are actually used for the bobs: >80 (if all on screen at the same time)! we can trim those colors down, but they have to use a big amount of colors from the main palette. Quick note: I also think, we should shot for a most accurate conversion, before stripping it down to zxspectrum level. Even if this means it will require AGA in the beginning. Last edited by TCD; 08 April 2015 at 05:32. Reason: Back-to-back posts merged. |
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