Let me remind that beside the fact the license allows everyone to edit it, to fit their needs, if anyone needs an edit of the files, if it isn't too complex, i'll add it. by example a simple palette swap, and summer is over, as seen in the GIF below.
Also, i considered publishing the framed cels (meaning on a transparent canvass that represent the size of the monitor and consequently the coordinates for the props) but i didn't want to have a list of files too confusing, if anyone needs them, i'll publish them in the comments.
Nintendo entertainment, wich is a 8-bits system had 52 colors... or 51+mask, i don't know right now...
Everything you can see on a NES has one of those colors.
Super Nintendo entertainment System it's called 16-bits, has... i think 16'384 colors (i'm not entirely sure, the exact number should be googled, if it's important) but can display 256 of them at the same time. In particular it's sprites had just 15 colors + mask.
On PC things are a little different, your wasp has indeed 256 colors, just most of them are black slots, when you tell me that it coloured according to a global palette is a situation similar to NES
When it gets an individual palette it goes to a situation similar to SNES
But an indexed GIf or PNG file produced on a PC has always 8 bits of colors and it's inner architecture is 16 bits
So, by 8 bits i mean a global palette with 255 colors + mask or less where the developer has to choose colors only from that palette.
By 16 bits i mean there is no global palette but all the sprites are indexed and RGB values in the colors are 0 or 8N-1 (or for short, go from 0 to 31 instead of from 0 to 255)
But perhaps in PC raster games there are other definition, i'll look into it, it is possible the definition i use isn't the same used in OGA, and i don't wish to spread confusion.
A killer job. (I'm not very confident in my english, i mean: Awesome!)
I don't really get why the palette has got so many shades of azure and so few shades of orange, another shade of orange could be use to give it a shadow below the abdomen.
I tried to create 2 tiny modification, out of curiosity, in the first one i added a shade of orange to the abdomen, i indexed the image, so it is a little lighter than the original, Not so important when a sprite is below 1 kb, but doesn't hurt.
After that, i replaced the solid wings with persistence trails.
It can be done much better than i did, But by putting some time into it, it might work.
I think it might be possible to index a partially transparent image into some game-making editor, but right now i'm not very interested in such experiments, in truth.
I hope you don't mind my experiments, i was curious myself, and since i had the result, i thought i might give them back, the derivative work, regardless of being useful or not, belongs to you.
Persistence trails instead of wings could make easier to pose the wasp in different ways, according to the direction of flight. (head down when going forward, vertical when slowing down or going backward... and so on.)
That's true for everyone, But i wouldn't raise my eyebrow if this was in a commercial game i buyed full price.
The image below should give an idea on how big the alien i'm drawing are.
The girl is 1,53m tall, the alien woman on the right is considered a midget.
Thank you very much.
Let me remind that beside the fact the license allows everyone to edit it, to fit their needs, if anyone needs an edit of the files, if it isn't too complex, i'll add it. by example a simple palette swap, and summer is over, as seen in the GIF below.
Also, i considered publishing the framed cels (meaning on a transparent canvass that represent the size of the monitor and consequently the coordinates for the props) but i didn't want to have a list of files too confusing, if anyone needs them, i'll publish them in the comments.
Very nice sheet.
In particular i like the consumption of the blades.
Looking good.
Thank you very much.
Really nice.
I'm not entirely sure myself :D
I was referring to the consoles notation.
Nintendo entertainment, wich is a 8-bits system had 52 colors... or 51+mask, i don't know right now...
Everything you can see on a NES has one of those colors.
Super Nintendo entertainment System it's called 16-bits, has... i think 16'384 colors (i'm not entirely sure, the exact number should be googled, if it's important) but can display 256 of them at the same time. In particular it's sprites had just 15 colors + mask.
On PC things are a little different, your wasp has indeed 256 colors, just most of them are black slots, when you tell me that it coloured according to a global palette is a situation similar to NES
When it gets an individual palette it goes to a situation similar to SNES
But an indexed GIf or PNG file produced on a PC has always 8 bits of colors and it's inner architecture is 16 bits
So, by 8 bits i mean a global palette with 255 colors + mask or less where the developer has to choose colors only from that palette.
By 16 bits i mean there is no global palette but all the sprites are indexed and RGB values in the colors are 0 or 8N-1 (or for short, go from 0 to 31 instead of from 0 to 255)
But perhaps in PC raster games there are other definition, i'll look into it, it is possible the definition i use isn't the same used in OGA, and i don't wish to spread confusion.
Using a 8 bits palette might be a great way to give a "naive" and retro touch to a game.
May i ask what program did you use? I don't know GIMP very well, but i reckon it allows some control over 8 bits palettes.
A killer job. (I'm not very confident in my english, i mean: Awesome!)
I don't really get why the palette has got so many shades of azure and so few shades of orange, another shade of orange could be use to give it a shadow below the abdomen.
I tried to create 2 tiny modification, out of curiosity, in the first one i added a shade of orange to the abdomen, i indexed the image, so it is a little lighter than the original, Not so important when a sprite is below 1 kb, but doesn't hurt.
After that, i replaced the solid wings with persistence trails.
It can be done much better than i did, But by putting some time into it, it might work.
I think it might be possible to index a partially transparent image into some game-making editor, but right now i'm not very interested in such experiments, in truth.
I hope you don't mind my experiments, i was curious myself, and since i had the result, i thought i might give them back, the derivative work, regardless of being useful or not, belongs to you.
Persistence trails instead of wings could make easier to pose the wasp in different ways, according to the direction of flight. (head down when going forward, vertical when slowing down or going backward... and so on.)
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