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Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
2 colors
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
32-bit color would be the most useful, but I'd say 256 colors should be your bare minimum.
This is assuming you're releasing it for other people to use. Seems to me that people who make games that have worse graphics than the NES almost always either make the graphics themselves, or use ripped graphics because they're making a fan-sequel to a game - they don't download public resources. They pick that low of a color palette either because they have an extremely specific aesthetic in mind, or because they want to do all the graphics themselves and low-color is easiest for them.
If you're doing it for one of your own projects, though, then figure out what fits the project best instead.
This is assuming you're releasing it for other people to use. Seems to me that people who make games that have worse graphics than the NES almost always either make the graphics themselves, or use ripped graphics because they're making a fan-sequel to a game - they don't download public resources. They pick that low of a color palette either because they have an extremely specific aesthetic in mind, or because they want to do all the graphics themselves and low-color is easiest for them.
If you're doing it for one of your own projects, though, then figure out what fits the project best instead.
NES does have only 54 colors, from which it can use 25 at once.
I will be choosing from 256 colors as these graphics are for my new project (and wanna publish them as resources later). So with selection, I would like to copy early 16-bit and late 8-bit microcomputers.
With 16 colors I would probably aim for a whole spectrum. With 8 I would make doubled Gameboy graphics using four shades of two different colors (red and blue, green and sand, rock and mud).
author=Wiki
25 out of 54 usable colors (within a non-uniform 64-color logical palette); 1x Background color, 4x 3-color (plus transparent) tile palettes and 4x 3-color (plus transparent) sprite palettes.
I will be choosing from 256 colors as these graphics are for my new project (and wanna publish them as resources later). So with selection, I would like to copy early 16-bit and late 8-bit microcomputers.
With 16 colors I would probably aim for a whole spectrum. With 8 I would make doubled Gameboy graphics using four shades of two different colors (red and blue, green and sand, rock and mud).
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