I mean - 16 colors with limited palette - for example look at my ST pictures. When we have only 16 colors from 512 palette - ramps usually looks very monochrome (like on this one). On OCS we have 16 more colors - its possible to build more complicated ramps - go beyond 'monochrome + motive' schema. No offence - sctually I'm working on one ST piece in free time by myself ;)
Agreed but you know that these days most ST pixel artists do not content with the old school 16 color limitation :) For instance Templeton who is very skilled, produced great pictures for DHS Sea Of Colour. This picture uses thousands of colors at once for instance https://demozoo.org/graphics/140827/
Ok, but hmm. For me the real limitations are the only thing keeping me at pushing pixels. Its not a problem to make aga pixel-art for amiga 1200 (256 colors from truecolor palette. Or, better comparable to ST, do amiga 500 gfx with 512 colors on screen from 4096 palette. And its fine to prove something. But IMHO real deal its to use these limitations as a tool for creativity. Best example is c64 and standard modes (multi and hires) and what best artists can do within its limits.
Your example looks like PS digital painting converted into lowres/8bit mode. Outside of my area of interests :) - I like DP but on 'proper' compo/platform.
From the other hand – picture above is nice example of oldschool approach to pixel-art (and I see lot of potential here) - my comment means only that its doable on standard ST.
Get your point here ! I also love old school pixel painting with basic limits. When I see what wonders you and others manage to produce with only 16 or 32 colours, then I don't need more :)
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Nice! I like the architecture bits. Feels very much like a late 80s game.
Looks more like ST gfx, but still very nice. Maybe because so detailed cornice (similar to architecture in background) girl looks like giant.
@Jok : what do you mean by "looks like ST gfx" ? Seems a bit of a bad thing when I read it like this :/
I mean - 16 colors with limited palette - for example look at my ST pictures. When we have only 16 colors from 512 palette - ramps usually looks very monochrome (like on this one). On OCS we have 16 more colors - its possible to build more complicated ramps - go beyond 'monochrome + motive' schema.
No offence - sctually I'm working on one ST piece in free time by myself ;)
Agreed but you know that these days most ST pixel artists do not content with the old school 16 color limitation :) For instance Templeton who is very skilled, produced great pictures for DHS Sea Of Colour. This picture uses thousands of colors at once for instance https://demozoo.org/graphics/140827/
Ok, but hmm. For me the real limitations are the only thing keeping me at pushing pixels. Its not a problem to make aga pixel-art for amiga 1200 (256 colors from truecolor palette. Or, better comparable to ST, do amiga 500 gfx with 512 colors on screen from 4096 palette. And its fine to prove something.
But IMHO real deal its to use these limitations as a tool for creativity. Best example is c64 and standard modes (multi and hires) and what best artists can do within its limits.
Your example looks like PS digital painting converted into lowres/8bit mode. Outside of my area of interests :) - I like DP but on 'proper' compo/platform.
From the other hand – picture above is nice example of oldschool approach to pixel-art (and I see lot of potential here) - my comment means only that its doable on standard ST.
Get your point here ! I also love old school pixel painting with basic limits. When I see what wonders you and others manage to produce with only 16 or 32 colours, then I don't need more :)