For low numbers of colours like you would find in most NES sprites, a palette analysis tool seems kind of like overkill, when you ought to be able to get the colours in a few seconds by zooming in and using the colour picker tool which every editor has.
Gimp has some basic tools that can be used to manually swap palettes - you can swap individual colours using the "Select by Color" and "Bucket Fill" tools.
It also has a powerful (but unpredictable) palette creation algorithm which I would guess uses something like the Median Cut algorithm internally. You get at it by changing the image mode to "Indexed".
And it also has some kind of support for saving and loading palettes but I haven't yet bothered to find out how to use that.
chasersgaming's stuff is mostly in the NES style, isn't it? The main feature of NES art is that the machine could use a different 4 colour palette for every 8x8 pixel tile or sprite. So, in every 8x8 pixels you would have only 4 different colours, or only 3 if you were using one of them to indicate fully transparent pixels. However, you could have any number of colours over a larger area, as long as there were only 4 in every 8x8 region. This restriction determined the art style of most NES games, and is the reason why smaller sprites typically only have 3 colours - but if you look closely at big sprites in top-tier games like the Mega Man series, they are carefully laid out so that they can have more colours without exceeding the limit in any 8x8 tile. As for what the limits on the palette entries were, I don't know that, but I'd guess they could be full 24 bit RGB.
To actually automatically extract these palettes you would probably need a tool which is written specifically for extracting palettes from NES art, since no other hardware that I know of ever had this specific limitation!
Wow. To even attempt something this blatantly politically sensitive, and get all the permissions and support that you have, is very surprising. It even seems suspicious, like perhaps somebody is setting you up. But I find it even harder to believe that people would have organised to trick you.
You clearly have incredible drive and quite good technical ability.
I'm not sure if this is the right way to "tell the story from the Palestinian perspective", but I wish you success in that aim.
I haven't done any algorithmic art stuff in a long time, I'm afraid! I've never found the time to get particularly into it except as a theoretical exercise. I'd post on the boards if I were you, somebody is bound to be heavily into it.
The stuff you're producing is impressive whether hand-drawn or algorithmic. They have that fine balance between organic creativity and structural regularity where they seem like they could be either. That in itself is actually a really impressive trick for all sorts of reasons, but your designs are mesmerisingly pretty as well. I feel like these would transfer well into other mediums, things like fabric prints and patterns.
Would those be displayable on an NES? It doesn't look like they were designed to the limitation of maximum 4 palette colours in an 8x8 pixel block, which is present in most NES art.
It is possible to design stuff which has as many colours as shown here while staying within that limitation, but it requires incredibly careful and clever layout. So I can't tell for sure without looking very closely.
For low numbers of colours like you would find in most NES sprites, a palette analysis tool seems kind of like overkill, when you ought to be able to get the colours in a few seconds by zooming in and using the colour picker tool which every editor has.
Gimp has some basic tools that can be used to manually swap palettes - you can swap individual colours using the "Select by Color" and "Bucket Fill" tools.
It also has a powerful (but unpredictable) palette creation algorithm which I would guess uses something like the Median Cut algorithm internally. You get at it by changing the image mode to "Indexed".
And it also has some kind of support for saving and loading palettes but I haven't yet bothered to find out how to use that.
chasersgaming's stuff is mostly in the NES style, isn't it? The main feature of NES art is that the machine could use a different 4 colour palette for every 8x8 pixel tile or sprite. So, in every 8x8 pixels you would have only 4 different colours, or only 3 if you were using one of them to indicate fully transparent pixels. However, you could have any number of colours over a larger area, as long as there were only 4 in every 8x8 region. This restriction determined the art style of most NES games, and is the reason why smaller sprites typically only have 3 colours - but if you look closely at big sprites in top-tier games like the Mega Man series, they are carefully laid out so that they can have more colours without exceeding the limit in any 8x8 tile. As for what the limits on the palette entries were, I don't know that, but I'd guess they could be full 24 bit RGB.
To actually automatically extract these palettes you would probably need a tool which is written specifically for extracting palettes from NES art, since no other hardware that I know of ever had this specific limitation!
Wow. To even attempt something this blatantly politically sensitive, and get all the permissions and support that you have, is very surprising. It even seems suspicious, like perhaps somebody is setting you up. But I find it even harder to believe that people would have organised to trick you.
You clearly have incredible drive and quite good technical ability.
I'm not sure if this is the right way to "tell the story from the Palestinian perspective", but I wish you success in that aim.
I haven't done any algorithmic art stuff in a long time, I'm afraid! I've never found the time to get particularly into it except as a theoretical exercise. I'd post on the boards if I were you, somebody is bound to be heavily into it.
The stuff you're producing is impressive whether hand-drawn or algorithmic. They have that fine balance between organic creativity and structural regularity where they seem like they could be either. That in itself is actually a really impressive trick for all sorts of reasons, but your designs are mesmerisingly pretty as well. I feel like these would transfer well into other mediums, things like fabric prints and patterns.
Keep 'em comin'!
Are you algorithmically generating these?
More of this please - I discovered recently when I went looking for one that we don't have very many ringed planets here on OGA :-)
Would those be displayable on an NES? It doesn't look like they were designed to the limitation of maximum 4 palette colours in an 8x8 pixel block, which is present in most NES art.
It is possible to design stuff which has as many colours as shown here while staying within that limitation, but it requires incredibly careful and clever layout. So I can't tell for sure without looking very closely.
@albs_br congusbongus was making one, but only they know if it ever got finished.
Playing around with this art and some of my other subs, I made this mock-up.
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