Yes, that’s a really nice rendition.
I don’t remember the C64 colors well, is the color of Reyes skin actually a C64 palette color?
Yes, that’s a really nice rendition.
I don’t remember the C64 colors well, is the color of Reyes skin actually a C64 palette color?
Interesting, did you just generate this yourself on a C-64 or emulator? This page is enlightening, as the palette looks quite a bit different, it seems on an NTSC display:
WinVice 64 Emulator.
[quote=“seguso, post:13, topic:774”]
Strange, they repainted everything but they used the horrid EGA cyan color
[/quote]That is because they repainted it ON EGA. Then it was ported to Amiga and Atari ST.
The latter have a slighly different palette nevertheless. Especially skin colors are significantly brighter.
[quote=“ZakPhoenixMcKracken, post:14, topic:774”]
Version on the left is the Commodore 64 (Basic V2) version, with its limitations
[/quote]A very similar version with only some minor changes was released for PC. Most notably, Zak’s bed room wallpaper is orange on the C64 but pink on the PC version:
That version is very rare.
[quote=“ZakPhoenixMcKracken, post:16, topic:774”]
Yes, probably they “ported” the same 32-colors version from Amiga to PC or vice-versa
[/quote]There is no 32 color version. Amiga and Atari ST use the same graphics the EGA uses, merely the palette was tweaked slightly. Still 16 colors.
[quote=“LowLevel, post:17, topic:774”]
And I completely suck at simulating C64 graphics.
[/quote]The tightest restriction when using sprites is, you can use 3 colors, but two of them a shared among all sprites. In Maniac Mansion and Zak McKracken, the shared colors are black and light red. Only one individual color per sprite. For Zak that would be light green.
You can get away with more colors by overlaying sprites, but there can be never more than 8 sprites on a raster line. A sprite is 24 x 21 pixels, though you can extend it much higher with the right code. SCUMM does exactly that, and it was quite inventive at the time.
[quote=“ZakPhoenixMcKracken, post:22, topic:774”]
Et voilà!
[/quote]Please don’t use that Pepto palette. It is based on measuring errors and therefore far off the real thing. He admitted it. Please try colodore instead: http://www.colodore.com/
Yes, it is also by Pepto, but much more accurate this time.[quote=“LowLevel, post:17, topic:774”]
For comparison, this is a MI1 Amiga scene using 22 colors
[/quote]MI1 was indeed an improvement over previous SCUMM games. It does use the 32 color mode. 16 of the colors are either the same as for Zak or an accurate EGA recreation. Both versions exist for some reason. The game is interestingly ported from both PC versions, ie. the spites are identical to the EGA version, but the backgrounds are converted from the VGA version and only those make use of the additional 16 colors. The Sega CD version uses the same graphics, but it has the palette messed up somehow, making it look much worse.
This is the final version of my picture.
Nor Treblig encouraged me to find a color that was OK for both Ransome balloon and Delores’ shirt.
I think I’ve found one that works quite well but I also had to give up the dithering on the balloon, because I had no colors similar to the purple/magenta one and I didn’t want to expand the color palette.
I have made also a few changes here and there and I’ve added a simple animation. I was tempted to animate every character (making Franklin float would have been funny) but in the end I have decided to animate just one single element, keeping all the rest static. I like it more in this way.
Since I’ll draw other pixel-art stuff I have also decided to create a profile on Deviantart.
Thanks to anyone for the suggestions!
A pixel art apprentice is born!
Oh nice, look what I’ve seen retweeted on Twitter:
It’s a nice surprise. Thanks for sharing it.
(I’m happy to see you around!)
very nice. I am curious how much time you spare by drawing it at this lower resolution compared to the resolution of the game. A lot? Not much?
I have no idea how much time it would require me to draw it at a higher resolution, I have never tried it and I think that I’ll adopt higher resolutions only after having done more practice with bigger constrains.
Hello !
It’s my very first post here, i’m glad if you find my "work’ nice !
I was careful to cite you as the author of the pattern, I hoped that you would not be angry at me.
(sorry if my english is bad…)
Those beads are a really nice way to make physical pixel art!
But one problem is that even for retro games (e.g. 320x200 resolution ones) those can get quite big.
So it’s really nice having such downscaled version of TWP characters from @LowLevel.
I’ve also just discovered that there exist different sizes (2.5mm, 5mm [most popular], 10mm).
I agree !
I also use pixel art patterns to do cross stitch and make it more modern.
(The beads I use are the 2.5mm)
Oh, I didn’t see those were already 2.5mm but it makes sense, you would have giant hands otherwise!
A normal TWP character would be about 18cm in height with the smallest bead size.
Thanks for citing me as the author on Twitter.
I’m glad that the drawing was useful to you and when I did it I didn’t suspect that my decision of using very few pixels and colors would have make it a good candidate for other forms of pixel art.
Seeing the drawing taking life in the real world has been a nice surprise. Thanks again!