<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
		>
<channel>
	<title>Comments on: Legend of Equip &gt; Pants (October Challenge)</title>
	<atom:link href="http://www.ludumdare.com/compo/2011/10/29/legend-of-equip-pants-october-challenge/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.ludumdare.com/compo/2011/10/29/legend-of-equip-pants-october-challenge/</link>
	<description>A tri-annual 48 hour solo game development competition.</description>
	<lastBuildDate>Tue, 21 May 2013 23:25:08 +0000</lastBuildDate>
	<sy:updatePeriod>hourly</sy:updatePeriod>
	<sy:updateFrequency>1</sy:updateFrequency>
	<generator>http://wordpress.org/?v=3.5.1</generator>
	<item>
		<title>By: digital_sorceress</title>
		<link>http://www.ludumdare.com/compo/2011/10/29/legend-of-equip-pants-october-challenge/comment-page-1/#comment-26728</link>
		<dc:creator>digital_sorceress</dc:creator>
		<pubDate>Mon, 31 Oct 2011 12:52:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=76927#comment-26728</guid>
		<description><![CDATA[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&#039;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 (four being a nice computer number).

32 colour makes for a more spacious palette : ( 9 hues + 1 grey ) * 3 shades + (black+white) = 32 colours ... but it doesn&#039;t work as tidily on a machine level (1.6 pixels per byte, or five bitplanes).]]></description>
		<content:encoded><![CDATA[<p>I agree with what you say about the palette based sprites feeling more connected.</p>
<p>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&#8217;t belong. <img src='http://www.ludumdare.com/compo/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </p>
<p>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.</p>
<p>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 (four being a nice computer number).</p>
<p>32 colour makes for a more spacious palette : ( 9 hues + 1 grey ) * 3 shades + (black+white) = 32 colours &#8230; but it doesn&#8217;t work as tidily on a machine level (1.6 pixels per byte, or five bitplanes).</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: zachstronaut</title>
		<link>http://www.ludumdare.com/compo/2011/10/29/legend-of-equip-pants-october-challenge/comment-page-1/#comment-26713</link>
		<dc:creator>zachstronaut</dc:creator>
		<pubDate>Mon, 31 Oct 2011 04:39:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=76927#comment-26713</guid>
		<description><![CDATA[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 &quot;pure&quot; 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&#039;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.]]></description>
		<content:encoded><![CDATA[<p>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 &#8220;pure&#8221; 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.</p>
<p>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.</p>
<p>I really like this technique as it gives you access to all the major colors you&#8217;d want (red, orange, yellow, yellow-green, green, blue-green, blue, etc etc).</p>
<p>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.</p>
<p>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.</p>
<p>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.</p>
]]></content:encoded>
	</item>
	<item>
		<title>By: digital_sorceress</title>
		<link>http://www.ludumdare.com/compo/2011/10/29/legend-of-equip-pants-october-challenge/comment-page-1/#comment-26697</link>
		<dc:creator>digital_sorceress</dc:creator>
		<pubDate>Sun, 30 Oct 2011 21:14:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.ludumdare.com/compo/?p=76927#comment-26697</guid>
		<description><![CDATA[I like the colour palette you&#039;ve created. 

I&#039;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&#039;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!]]></description>
		<content:encoded><![CDATA[<p>I like the colour palette you&#8217;ve created. </p>
<p>I&#8217;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&#8217;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.</p>
<p>Palette design is an interesting thing!</p>
]]></content:encoded>
	</item>
</channel>
</rss>
