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I feel like a 32-color palette of some sort would work well for this sort of thing, even though I rarely use 32-color palettes.
The four best matches I could find for your description were: Aerugo by Lizalot, Fictional Computer OS by Toby_Yasha, Toadstool Village by TheBathtubFish, and Mr. Cool Juicy Fruit by Zero.
Old, dead-assed Rowlands here... My big hobby is wandering around my town and its surrounding area (13 miles yesterday). I'm anything BUT a programmer, digital artist, or any of that: I don't take pixel art seriously at all, but as far as I know, I drew my first little sprite back in 2013. I just want to heck around on this old website (which I used to be more active in back in the day...)
As a casual I don't see pixel art as distinct from any other form of two-dimensional computer graphics, except that "pixel art" requires greater limitations such as resolution and color usage. So, that scribble you drew in MS Paint as a little kid could very well count!
Here, try to make a better universal game boy palette than this (#242424, #2492b6, #ffb692, #ffffb6), post results here by recoloring the example image. No greenscale or monochromatic palettes, please, this is a colorization attempt Most palette examples courtesy of the user SoundsDotZip. EXPLANATION: Based on the screenshots, most Game Boy sprites use the "white", "light gray" and "black". Many of these sprites represent red, brown or yellow things, so the light gray and white have been assigned apricot and light yellow respectively. In real life, blues and greens are much more commonly found on inanimate objects and features, so the "dark gray", which is much more common on the background layer than on sprites, has been assigned a slightly greenish blue. The palette also attempts to cover a vibrant range of colors while still being easy on the eyes.
@noah-rowlands1 Either I use solid black outlines or I don't outline stuff at all, no in between. The concept of hue shifting kind of means something else to me: (Top left is how most of you seem to shade, the top right is how I usually hue shift with specific-purpose palettes, and the bottom left is how I shade with general-purpose palettes (Also note that both have a true black and white:
Excessive addition of bumping to smooth out gradients, as well as using most colors in a palette to make a single gradient... something that I have termed "logdogging"
Excuse me? Is that bowl first? Or milk first? Well, anyways, I put the table first.
Yes Actually no because none of my palettes are pretty lol SmoothSpinningYoshi.gif
Essentially, I just throw a bunch of colors together and edit them until they can make large ramps (which usually use most of the colors in the palette)
I also almost always pick from the 9-bit color space (512 basic colors) for simplicity's sake.
Here is Skeddles' example, but altered to fit my palette styles (yeah I like 'em small, this has only eight colors):
Yeah, I know that you guys disabled the palette analyzer because there was some sort of error with it, but I'm wondering if any of you actually know what the problem with it was. I'm definitely not into programming or any of that stuff, but it sounds like it must have been a really big issue if it has taken six weeks to fix. Also, do you guys know how well the palette analyzer would have worked if you didn't disable it?