Edited by Cukeman, 26 May 2012 - 01:28 AM.
191 Color Pallete
#1
Posted 10 July 2011 - 09:18 PM
#2
Posted 11 July 2011 - 04:30 AM
I don't think it is lacking in yellows, and there is an assortment oranges (though they aren't very bright), but there are very few reds. Not sure what NEStopia is about, but it has some decent red representation. I realize that ZC tilesets rarely use pure reds; they tend to fade from red to yellow while passing through orange (since, obviously, lightened red eventually becomes pink).
#3
Posted 11 July 2011 - 01:31 PM
Edited by Cukeman, 30 April 2012 - 10:52 PM.
#4
Posted 11 July 2011 - 07:37 PM
HAHA DISREGARD THAT I'M JUST BEING A DUMBASS!!!
Also, how can we import this wonder palette of yours?
Edited by Pokemonmaster64, 11 July 2011 - 07:38 PM.
#5
Posted 11 July 2011 - 09:39 PM
A blue or a pink might also be expendable...
Nestopia is a NES emulator for Mac (if you didn't know).
Yes, you do have a lot of greens. Greens are useful, but yellows are even more useful. Many gradients in games fade from yellow into some other color. That's why yellow is the "fourth color" in several of the secondary color gradients of the DoR palette. (For instance, three progressively lighter greens in a row, ending with a yellow color.)
You have plenty of blues and purples, though.
And yes, pink is less useful unless you're making a really cartoony tileset. Sometimes it can be used as a "light red," but just as often, oranges make a good substitute. (See: CSet 8 in Pure and DoR)
#6
Posted 11 July 2011 - 11:21 PM
Edited by Cukeman, 30 April 2012 - 10:52 PM.
#7
Posted 12 July 2011 - 08:44 AM
Thanks for the advice. I think I might have DoR, then again I might not. Are DoR and Pure both in the tilesets on this site?
- Looks like they are - I just checked.
Yes, very much so, as you have discovered.
I'm not sure what you mean by regular intervals, but I'm assuming you mean that the palette started off as a general representation of the color spectrum without specific regard for what colors are more useful in ZC. Which is understandable. If you hadn't done it that way, it'd probably end up a mess.
#8
Posted 12 July 2011 - 01:33 PM
The quest is unpassworded, so you can look at all the palettes and stuff for proof.
#9
Posted 12 July 2011 - 06:02 PM
Edited by Cukeman, 30 April 2012 - 10:52 PM.
#10
Posted 13 July 2011 - 11:50 AM
#11
Posted 13 July 2011 - 06:17 PM
Edited by Cukeman, 30 April 2012 - 10:52 PM.
#12
Posted 13 July 2011 - 06:30 PM
What's with that one color that changes to match any other color I click on when selecting a color in the tile editor?
C-set 12, 13, 14, and 15 are used for ZQuest's GUI colors. Zelda Classic and ZQuest can only display 256 colors at one time. This includes the GUI elements. However, 12, 13, and 14 are only used as GUI colors in ZQuest.
And what's the reason exactly for not using boss colors?
Boss C-sets get loaded into C-set 14, then if there are more than one type of monster that uses extended C-sets, 13 and 12 are filled as a result. So, basically, avoid using monsters with BOSS C-sets (this includes Ganon)
#13
Posted 14 July 2011 - 12:18 PM
Edited by Cukeman, 30 April 2012 - 10:53 PM.
#14
Posted 14 July 2011 - 01:40 PM
#15
Posted 14 July 2011 - 03:30 PM
Overall, even though I don't use 8-bit colors, I love the fact that you have created such a well organized 8-bit, one size fits all palette. It would only take some minor tweaks in the colors to make different palette sets, which is great considering that palette work in general is a pain in the neck.
If I could rate this, I'd say 5/5, + 10 for the effort
Quick edit: The yellows have quite a bit of variation. I'd say that's more than enough
Edited by Master Maniac, 14 July 2011 - 03:32 PM.
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