Quote:
Originally Posted by Leffmann
The green and red are always more pronounced than blue, and typically you want more red shades than blue, and even yet more green shades. You could try with f.ex 32 grays + 7 red * 8 green * 4 blue = 256 colors.
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Am not sure if only 4 "blues" would be better, but will try it. Or why would they not have done about the same with 16 bit 565 (red5, green6, blue5) mode ?
Quote:
Originally Posted by Leffmann
If it's not a problem to select a different fixed palette then you might find a better one quickly by putting all your graphics in one large image and letting f.ex Photoshop dither the image to 256 colors, and trying the resulting palette...
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Already tought about this, but this would force me to redoo the palette each time i added a new object or other graphic to the game, also each time all other objects would lose a bit of their "beauty" because they get less colors declined from them.
Quote:
Originally Posted by Leffmann
Also, did you try Floyd-Steinberg dithering? It is based around an error diffusion just like your advanced algorithm, but uses a larger kernel:
Code:
advanced algorithm Floyd-Steinberg
0 0 0 0 0 0
0 0 1 0 0 7
0 1 0 3 5 1
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This is very good info you gave me here, thanks a lot, will try to use these values