i don't... hate... this?
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RE: https://mastodon.gamedev.place/@eniko/116036378192057724
i don't... hate... this?
like it's crumnchy. but is it too crumnchy? 🤔
(full color left, 8 bit color + dither on right)
@eniko@mastodon.gamedev.place It's good crunchy!
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@eniko could you maybe make it *crunchier*? like by varying your dithering method. that might make it look more stylized and less like a tech limitation. it's a really good idea
@mcc hmm varying it in what way?
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And now that I have a structured palette I know what bits are red, green, and blue, and so I can easily do cool effects using PUTs binary operations, OR, AND, and XOR
Fuck yeah this is going so well!
@eniko If you wanted a more even quality, a 666 palette would help a lot with the blue channel. 4 shades, even dithered, is really pushing it.
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@eniko If you wanted a more even quality, a 666 palette would help a lot with the blue channel. 4 shades, even dithered, is really pushing it.
@TomF oh yeah I guess you could do it that way
Would make bit trick effects harder to impossible, though?
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huh. interesting. i think the ordered dither was actually interfering with the subpixel dither, because i like the one without the ordered dither (left) better than the earlier one with the ordered dither on top of the subpixel dither (right)
@eniko FWIW, agree -- the left image looks a little better to my eyes
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@eniko If you wanted a more even quality, a 666 palette would help a lot with the blue channel. 4 shades, even dithered, is really pushing it.
@eniko hmmm... another thing to try would be:
Even pixels are 4 bits of red, 3 bits of green, no blue.
Odd pixels are 4 bits of blue, 3 bits of green, no red.
But you dither the green channel, which gets you an extra bit. So you actually have a 444 framebuffer :) -
@mcc hmm varying it in what way?
@eniko well i meant trying different dither algorithms. but also it might be interesting in adjacent bigpixels to alternate the alignment of the dither algorithm. like ranodmize which one is left side and which is right side to break up the rigid curtain feeling it has currently
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@eniko well i meant trying different dither algorithms. but also it might be interesting in adjacent bigpixels to alternate the alignment of the dither algorithm. like ranodmize which one is left side and which is right side to break up the rigid curtain feeling it has currently
@mcc oh thats an interesting idea
For just, like, artistic control, going in and manually tweaking things is always an option. Or creating assets with more flat color areas known to be undeterred values
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@mcc oh thats an interesting idea
For just, like, artistic control, going in and manually tweaking things is always an option. Or creating assets with more flat color areas known to be undeterred values
@eniko i think there are some dither algorithms that follow rules similar to this one
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@eniko i think there are some dither algorithms that follow rules similar to this one
@mcc I guess I could weight towards the pure colors? Might try that tomorrow and see how that works
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huh. interesting. i think the ordered dither was actually interfering with the subpixel dither, because i like the one without the ordered dither (left) better than the earlier one with the ordered dither on top of the subpixel dither (right)
@eniko both look nice, but there's subtle differences with having both I prefer
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@eniko both look nice, but there's subtle differences with having both I prefer
@disorderlyf having both creates vertical streaking artifacts though
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@disorderlyf having both creates vertical streaking artifacts though
@eniko Could be they're less visible at the pixel density I'm viewing from
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RE: https://mastodon.gamedev.place/@eniko/116036378192057724
i don't... hate... this?
like it's crumnchy. but is it too crumnchy? 🤔
(full color left, 8 bit color + dither on right)
@eniko oh this looks delicious
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@Texan_Reverend whoa that looks so cool!
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And now that I have a structured palette I know what bits are red, green, and blue, and so I can easily do cool effects using PUTs binary operations, OR, AND, and XOR
Fuck yeah this is going so well!
i added a 0-1 scalar that biases colors towards non-dithered to make things less busy. here's factors 0, 0.25, 0.5, and 0.75 in order:
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i added a 0-1 scalar that biases colors towards non-dithered to make things less busy. here's factors 0, 0.25, 0.5, and 0.75 in order:
@eniko This dithering looks gorgeous.
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@mcc I guess I could weight towards the pure colors? Might try that tomorrow and see how that works
@mcc what do you think of this? https://mastodon.gamedev.place/@eniko/116040108035560003