Palette/attribute table decisions

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Palette/attribute table decisions
by on (#183078)
Slowly learning to get more colourful. Which one (or which parts of either) do you like the best? Why?

Image

I really don't know myself. But other than composition, i think they convey different texts. Smoggy/Toxic, sunset/night, semi-natural/cartoony bold, to be specific. The warm-toned one is how i originally imagined it, but i don't know anymore.

Oh, and the influence on this one should be obvious :)
Re: Palette decisions
by on (#183079)
Left. For the things you listed really, it could fit a lot of games, while the right with its poisonous cartoony air would only fit a slapstick zombie game.
Re: Palette/attribute table decisions
by on (#183100)
I disagree. The left is fine. The right is unique. Considering the factory on the horizon, it certainly adds a toxic feel to it. It definitely doesn't seem out of place for anything along the Shatterhand / Kabuki Quantum Fighter spectrum.

Moreover, I think it adds a sense of unease to the player, which could benefit in selling your setting.
Re: Palette/attribute table decisions
by on (#183119)
Mercury vapor lamps (the "blue" ones) photograph green, if you want a convenient excuse that has nothing to do with cartoon toxicity.
Re: Palette/attribute table decisions
by on (#183693)
Thanks, and good points - on both sides! Uuuh i can't decide! :lol: The unwillingness to pick one makes me think it should begin with the brown, and then have a white lightening strobe, and after that change to toxic green as you close in on the gate. That'd be sure to be ominous. 8-)

Anyway, here's a small update. For as long as it's brown, just one pair of green windows is better than using it for details in the vincinity. That's certain to be the heart of evil.
Re: Palette/attribute table decisions
by on (#183775)
I like the red scene, because that palette seems more natural. If it's dark out and there's a giant ominous looming smoke-billowing factory as the center piece of whatever you're getting yourself into, I'd expect the air around it to be reddish from a combination of the smog and the amber-colored lights that are usually placed on and around factory exteriors.

(Tangentally related, I actually encountered something similar to this when I made a wrong turn in Pennsylvania and wound up in an old looking town that had a huge smoky factory looming in the back. It was a winter night and snowing at the time too, so it was a lot more white colored, plus I think the lights on the building were white. With the navigational error aside, it was a pretty badass scene to look at. After a bunch of research based on the silly road names we passed (Dumb Hundred Rd, Dick Schoolhouse Rd (pitch black and lead straight into the woods, noooope), Purdy Rd), it turns out that the town was Roaring Spring PA, and the factory is the paper mill that's there.)

The green doesn't seem like a bad idea either, and the first thing it reminds me of is the Oddworld series with its hyper-industrialized settings, usually with a green haze as the backdrop (Contrast with the more natural environments you encounter later, where the green tones are plant life rather than the strange toxic neon green in the factories).

I'm torn too, but your idea of the palette changing from red to green seems really cool, like if the gate slowly opened and the haze faded from red to green as it happened, you could even throw in a music sting for the transition.
Re: Palette/attribute table decisions
by on (#184769)
M_Tee wrote:
I disagree. The left is fine. The right is unique. Considering the factory on the horizon, it certainly adds a toxic feel to it. It definitely doesn't seem out of place for anything along the Shatterhand / Kabuki Quantum Fighter spectrum.

Moreover, I think it adds a sense of unease to the player, which could benefit in selling your setting.


Off topic, but is there any reason why your username and avatar is so similar to TmEE?
Re: Palette/attribute table decisions
by on (#184790)
Nope. Noticed the coincidence some time ago though.