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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?
By the way, this is way bigger than any of my other palettes, I just wanted it to look nice
A possible recreation of a 61 color palette I made titled "kuusikymmentäyksi", intended to be the first 61-color palette on this website. Some colors are out of order, and a few may differ greatly. This was based on an incomplete early version.
Kind of reminds me of how I made this right here: I moved around thirteen 8x8 tiles and wasn't afraid to reuse them for different purposes.
3̸̵̵̷̵̴̷̗̜̯̟̝̱̪̼̗̤̄̎̌̓̀͋̑̈́̔͘̚͜͝͝ ̵̸̶̶̶̴̸͕̩͍̰͕̤͎̰̦̲͕̼͑̽̒͆͆͐̈́̎͠B̸̵̸̵̷̧̼̤̦̤̖̙̈́̏͑̿̂͝I̶̴̵̷̴̵̸̢̛̫̟̯̞̩̫̱̤̯̬͓̍͌̌̏̃̎̾ͅT̵̶̸̶̴̶̪̟̙̝̹͚͇̗̾̎̎̎̇́͐̀ͅ ̶̸̷̴̸̵̷̨̡̢̛͚̻̘̼̻͓̯͉̫͊́̎̀̏̆̇̇̓̀͊R̴̵̶̶̵̢̭̦̮̩̮̖̈́̈́͂͌͌̕G̴̴̸̸̴̸̨̧̨͎̻͈̼͓̠̾̂͗̂̎̉͌͂̀͝B̶̷̶̴̷̷̡̧͉̳̣̫̪̬̅̊̂͆̆̐̉̀̽,̴̶̸̵̴̨͔͓̥͕̗̙̫̎̏̈͗͌̕̕͜͝ ̶̸̵̶̷̡̛͙̖̟͙̼̒̏̍̊͂̎͒̕F̴̵̷̵̸̵̡̹͈̮̝̼͇̺̉͋̏̑̀͐̀͜͠R̶̶̷̶̷̵̨̛͕̙̤͔͉͔̝̔͒̉͋͂́̍̂͊͘͜Y̸̸̸̷̴̷̵̛͉̦͎̥̻̺͖̺͓̪̠͔̐͊́̑͊̀̂͘͝͝ͅ ̴̸̵̶̴̩̗̗̬͙͎̲̰̀̄̇̾̀̃͝Y̶̶̷̴̶̵̶̡̞͈̥̮̳̩͈͔̰̤͚̌̃̓͂̏̍̇̃̆̌͝Ỏ̸̸̶̷̴̷̢̧̥̦̻̟̤͖̝̰̱̓̐̉̾̇́Ų̷̷̶̵̶͙̰̻̣̜̤́̏̅̈́̄̍͝R̷̵̶̸̵̛͍̞̫̥̤̱͉̓̍̀̏̚ͅ ̵̴̵̴̸̴̣̖͍̺̞̙̇́̊͗̾͒͒́͜͜͝Ḙ̵̷̶̶̵̵͔̣͉̙͇̻̺͐̓͐̽̑́̿̄͜Ẏ̴̴̵̴̷̶̧͚̖̱͎͉͙̠͖̋̈́̀̂͛̄͐̚É̷̴̴̷̵̸̹̠̪̞̘̬͕͔̥̊̈́̓̀͌̄̚̚͠͠S̷̸̵̸̴̶̯̯͍̤̥̥͈̳͉̉̑̅͛̆̀͆̄̚̚
128x128 and 64x64 (sometimes also 256x224). Good space to play around and make pixel art not look so pixelated.
When I was a little kid I played "Super Mario World" on an old SNES I found in a cabin back in the day. By that time I was making crusty little games and programs on scratch.mit.edu (My usernames were "cs316735" and "316735test". I started with the offline editor back in 2012 (age 6) but it wasn't until around 2016 when I figured out what I was doing. I am now sixteen years old, and I've outgrown scratch.mit.edu since then but still draw sprites occasionally.
Send me the stupidest pixel art you ever made. This was an unfinished halfway point in something larger, but I laughed so hard at the two-legged moose that I downloaded it.
Microsoft Paint. No need for anything more, unless you want transparency in your images, and it comes with windows anyway.
Also,
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The counter on the palette list for queued is wrong, it often says that there's 24 palettes queued when there are only 3. I wonder if this can be fixed.
Whoever drew the tiles and sprites for Castlevania III on the NES. I love Konami's old work.