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Legend of Equip > Pants (October Challenge)

Posted by
October 29th, 2011 8:50 pm

Hello everybody!

These last two weeks of October I’ve been working on a Halloween/Fall themed sequel to an RPG I did a few years ago called Equip > Pants. I *will* finish by Halloween! heh. Perhaps I can meet the October Challenge by selling my game through the Google Chrome Store?!

Programming and art are nearly finished. Here’s some of my sprite work:

Sprite of an autumn tree.
Character sprites.

More graphics here.

Good luck everybody.

Zach


3 Responses to “Legend of Equip > Pants (October Challenge)”

  1. digital_sorceress says:

    I like the colour palette you’ve created.

    I’ve often felt that 10 hues+greys are just enough to cover all basic colours : red- orange- yellow- green- turquoise- skyblue- navyblue- purple- cerise. But I’m never sure what to do with saturation and value after that as I always seem to end up with too many similar shades around the green-blue parts of the palette.

    Palette design is an interesting thing!

  2. zachstronaut says:

    It *is* a very interesting thing! I agree. I basically created a radial rainbow gradient to capture all the hues, then I posterized to reduce the number of colors, and I did some hue shifting off of the “pure” red/green/blue. Now I had full saturation colors. I took those and moved the brightness up/down to create a light and dark variant (can also be done by overlaying semitransparent white/black). This creates the top 3 rows of color.

    To create the bottom 3 rows of color, I took the rows from the top and desaturated them a bit so they had more grey in them.

    I really like this technique as it gives you access to all the major colors you’d want (red, orange, yellow, yellow-green, green, blue-green, blue, etc etc).

    Obviously, if you are trying to establish a particular mood with a game (such as night time, or a hot volcano) then one could shift all the colors a bit towards blue or red, for example.

    Making a color palette more warm or more cool overall can go a long way to establishing a feel to a level of a game. I had a dungeon level for a prototype game the other day that was falling flat until I moved away from a pure gray palette to subtle warm grays instead. Went from artificial to earthen just like that.

    I really have enjoyed doing my artwork in the confines of a particular set of colors. I find I work much faster, and the sprites feel like more connected and part of a set.

  3. digital_sorceress says:

    I agree with what you say about the palette based sprites feeling more connected.

    I dislike a lot of modern 2D sprites that are made from truecolour bitmaps. More often than not it looks like a montage of magazine cutouts. They often seem to feel like they don’t belong. :)

    The palette size is also an interesting variable. If that number gets too big, the palette starts to feel like an approximation of RGB, and stops feeling like a palette. I think the threshold is somewhere in the order of 32 or 64 colours.

    16 colours can feel a bit tight, although it was commonly used in older technology because with it we can neatly represent two pixels per byte. Or four bitplanes.

    32 colour makes for a more spacious palette : ( 9 hues + 1 grey ) * 3 shades + (black+white) = 32 colours … but it doesn’t work as tidily on a machine level (1.6 pixels per byte, or five bitplanes).

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