I think there lies value in both approaches. A bit off-topic, but it's similar to the top-down or bottom-up philosophies in software development (where you either start with the most elemental modules and forge them together to create an application or vice verse). Like you stated both have their pros and cons and there none of them is better then the other. I think you really have to think about what your motivation is and want to do, learn, and with what outer-limitations (time, money, ...). E.g. if you're just starting out, limitations can be really useful to help you learn basic concepts and they flatten the learning curve. Again an analogy from IT: A terminal where you enter commands may be the most effective/vast/powerful method of steering your computer, but without knowing all the commands, syntax, pitfalls, and concepts behind them you are left completely powerless. For a person that just started using computers, the graphical user interface (GUI) where you use your mouse to click icons and buttons and just use the keyboard for text-input is much more easy to understand. Even though GUIs are generally less powerful/effective then shortcuts and commands are. Back to the topic: In the same way PA WITH conscious limitations (predefined color palette, small resolution, simple style) is in my eyes the better way to start learning PA and get nice results. Afterwards, when you have learned the basic concepts and "rules", you can broaden your horizon/limitations and work in a much more free way to create even more impressive art and develop an own style. So adopting and dropping limitations along your journey to pixelart mastery is a way of "calibrating" yourself to strike the balance between ultimate freedom/own style and simplicity/feasability, nice results and coherency.
I myself had a similar issue: I started out with only the limitation of a small resolution, but quickly found out that I don't get nice results (partly due to not-fitting and too many different, but close colors). I had to learn that completely removing details is part of the magic of pixel art, you can't just try to squish everything onto the canvas no matter how small. Like when you draw a human on 32x32, Just drop the nose, fingers, even the eyes if necessary and just concentrate on the torso and main limps. Also, you really have to get creative, for example with colors, if you only work with 4 colors (like the nostalgic Pokemon Gold sprites I adore) you really have to make the most use out of them, exploring techniques like AA and dithering. Without starting small I would've needed more time to understand this, simultaneously moving to a bigger resolutions helped me achieve nicer art much earlier. And some kind of motivational payout, a feeling of success is important too, so yeah.
Sounds great! But maybe add GIF only as an additional option, PNG should stay the main output (Does the lospec forum support GIFs yet?).
@quickmarble Thx for the quick feedback and compliments!
Hmm, I guess there is no other way around repurposing entire colors, huh? ... Even if that means a lot of re-structering work on the ramp-diagramm, that would solve two problems, so I might give it a try.
Yes, logo I quite like logo 12, too, and the idea is to scale the chosen logo up by a factor of two (or repixel it, if it doesn't fit).
What do you mean by "shouldn't contain any text except for palette name"? I think there is an description field for each palette. Also the Staff-member @juniperdusk that created this posts, mentioned to include a description and hashtag.
Oh, now I get it... :x Thanks for the heads-up, don't really want to remove all the text, we'll see.
Not necessarily my favorite one, but the first palette I started using: Mort vs Zughy and enjoyed doing so. Cartoony vibes without being TOO saturated and aggresive.
Palette: nice69 #69ShadesOfMoreThanGray
(made with the Censor analyse tool)
Description (more or less finished, lol):
This palette consists of handpicked, recherché colors, whose hues were tested and ripened in the sultry heat of anticipation of over 420 dank days. The fervently beaming tints snuggle each other on tight colorramps, forming an interlocking set of diverse colors. Predominantly focussed on light, vibrant lightwaves that penetrate your lusting eyes, arousing your ticklish and sensitive photoreceptors. Yet zealously optimized for versatile use - especially passion projects, that highly saturate your thirst for pixelated pleasures. Each color was deliberately named to get (at least) your creative juices flowing /wink.
Today, nerdettes and gentlenerds, I present to you: The lovingly crafted, the climactic opus magnum of my oeuvre: The nice69!!
I'm working on this palette for over a year now, and while I made a lot of progress and learned a lot regarding color theory and pixel art for itself, I still feel like there are still too many open problems with this prototype that I have to work on. Namely:
ALSO: Please help me decide a logo! I mean, I already have a favorite one, but still I may change my mind, so feel free to share your opinions.
Many thanks in advance!!
It seems a visual studio installation is needed, at least it didn't work for me without one, but the note after the installation error referred to it thankfully. Maybe you can include that into the Readme?
I'm pixeling for the pixel dailies (not the lospec one, sorry! ^^') prompts on reddit. Even though I don't practice them actively, gaming and game development are the hobbies I have the most enthusiastic interest in. Programmer by trade. Currently working on my own palette, too...
Nice to meet you!