@androidarts ngl, your pixelover work is amazing and I've been studying it intensely along with your previous Amiga works to apply some of your techniques on Castle Titania. I can't remember if I've asked this before, but do you have any advice on colour ramps for limited palettes?
@androidarts Thanks! That's really useful to keep in mind, because I was thinking of doing a sort of split background/sprite palettes of 16 each, kind of like the SMS/GG since it'd be fairly Amiga-friendly as well, and both approaches sound like they'd work well applied to each half if not altogether
@elfi In that case, I'd probably approach the background and foreground/object palette a bit differently. Less contrast and more nature colours, smoother ramps for the background, and less colour coverage. BG objects tend to be larger so longer ramps can be useful.
Then for the objects, wilder, more striking colours so they pop. Since objects are smaller they don't need as long ramps. The palette can focus more on colour coverage (unless the style doesn't need it).
@elfi Ah, for limited palettes like 16-32 colours total, I can directly think of two approaches which I use:
• Colourful, as wide spectrum coverage as possible, with maybe 3 shades each and probably shared/crossramped dark and bright colours (e.g. a dark purple for red&brown, a dark teal for green&blue). Sometimes skipping full white is useful.
• Stylistic, with just 2-3 dirty noisy ramps and a few accent colours (kinda like colour graded movies). Bitmap brothers often did this.