@Jonathan Also if you're using Piskel they actually have a feature where you can upload an image and extract a color palette from it (or you can just choose them manually).
@Jonathan Np. That's why I suggested 32 colors because it's about the right balance of limiting (so you don't get inconsistent results) and freedom (enough colors that you don't struggle to find one that's close enough too often).
Originally, when pixel graphics were the only graphics, hardware was super limiting and you often had to use a specific palette because the hardware could only render X colors to the screen at a time. If we're talking like NES generation, it usually was only like 2-4 colors but later grew to ~256 colors in the 16-bit era.
However, this is largely not relevant anymore, but if you're trying to be authentic in your pixel art (which, let's face it, most people aren't) then a palette is a must.
In reality, it's mostly just to keep things looking consistent. And yeah, it would make it look more like it's all done by one person because you're following the "rules" (read: color palette) you gave yourself for every image.
The banding is a little weird but other than that, not too bad.
Depending on the style of pixel art you want, you may want to consider limiting yourself to a specific color palette for every sprite in the game. Makes things a bit more difficult because the exact color you may want might not be in the palette, but it makes things feel way more consistent. Typically you'd choose somewhere between 16-256 colors (32 would probably be easiest to work with as it wouldn't be too restricting or give too much freedom).
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Anyway mate im goin to bed. Ty.
I honestly thought you had to use alot of different shades/colors to make stuff look good.
I see. Thanks.
Originally, when pixel graphics were the only graphics, hardware was super limiting and you often had to use a specific palette because the hardware could only render X colors to the screen at a time. If we're talking like NES generation, it usually was only like 2-4 colors but later grew to ~256 colors in the 16-bit era.
However, this is largely not relevant anymore, but if you're trying to be authentic in your pixel art (which, let's face it, most people aren't) then a palette is a must.
In reality, it's mostly just to keep things looking consistent. And yeah, it would make it look more like it's all done by one person because you're following the "rules" (read: color palette) you gave yourself for every image.
Oooh. So is it basically just for style purposes so I don't have sprites looking like they were made by different people/in different styles?
Is there a reason for this? Like is it better on the machine or? I'm kinda clueless on this lol.
Depending on the style of pixel art you want, you may want to consider limiting yourself to a specific color palette for every sprite in the game. Makes things a bit more difficult because the exact color you may want might not be in the palette, but it makes things feel way more consistent. Typically you'd choose somewhere between 16-256 colors (32 would probably be easiest to work with as it wouldn't be too restricting or give too much freedom).
Here's a bigger picture