No apology needed ... we all had to start somewhere ... and this seems like a good place to ask.
You said that you're using a "modern" engine ... do you mean that you're doing a "retro" project in something like Unity, or that you're actually targeting real PCE hardware in something like HuC?
Thanks so much for the understanding and open welcoming to my ignorance
Yes, exactly. I am not a programmer, but I am trying to learn as much as I can. I've been doing art for various engines, Unity and Unreal included, but also proprietary engines at places I've worked, for about 7 years now. My
personal project is being made in
Construct 2(
http://www.scirra.com), a cheap and simplistic HTML5 based engine that has drag and drop scripting to replace most coding requirements, but I would love to eventually learn enough about programming to make an actual platform specific game such as TG-16, or Genesis. Right now I have a VERY basic idea of C#, and a few other languages, but that is the one I've studied the most, so I an unable to tackle projects with such low level coding requirements
I'm not sure exactly what you mean here about the number of colors ... do you mean the 16-per-character or 256-per-background/spriteset, or maybe the 512-color-3-bit-rgb-palette ?
The PCE has the usual 4th-generation 16-colors-per-individual-character-or-sprite ... but most people at the time used programs like Deluxe Paint or Deluxe Anim in 256-color mode to "simulate" up to 16 different 16-color palettes ... perfect for the PCE's 16-palette backgrounds and 16-palette sprites.
I've only been limiting my sprites to be 16 colors per sprite, but have not been paying attention to platform bit-rate specifications (worded correctly?). I have not been keeping track of the 9-bit, 3-bit, color palette restrictions. Just picking colors in photoshop, but only 16 per sprite or 256 per background. Do I need to be restricting the entire screen to 256 colors, or 512? or can each background have a different palette?
I found this link,
http://en.wikipedia.org/wiki/List_of_monochrome_and_RGB_palettes , while researching to respond to your post. Is this accurate? On there it suggests using a 9-bit rgb palette if I were to emulate the look of TG-16 (and genesis). Is that because there are 3 3-bit channels to work with?
Photoshop was specifically written to do 24-bit "true-color" graphics and replace the old 256-color-or-less paletted graphics programs.
It sort-of handles paletted graphics ... but it's workflow really isn't designed around them.
I know that people have used it to do those ... but I suspect that most artists quickly move on to something else like "ProMotion" or maybe the "grafx2" or "NeoPaint" that have been mentioned, that make it easy to work with and manipulate paletted graphics.
Awesome, this makes perfect sense to me. I am so familiar with photoshop I just jumped straight to it and tried to manage the palet manually. I am actually curious, and will experiment today, with setting photoshop up to limit the pallet.
I am doing all of the "coding" right now, so it's really up to me what I use, and I'll probably download grafx2 and do some comparisons and tests later
Thanks for the recommendation and help! I really appreciate you taking the time.
One reason you shouldn't is that Photoshop saves palette data backwards in PCX images, if I recall, so you might run into headaches when importing them in HuC/MagicKit.
Yeah, you have to use something like GIMP to un-reverse them. It's pretty annoying.
Photoshop can limit the image and do indexed palettes, though, so you can continue to use it, but will need another program to undo the palette-tarding.
So, this is why I'd just use a different program altogether.
This makes complete sense. Yes I have been saving them as 16 color indexed pallets, but because I am not actually creating this art for PCE/TG-16 I do not need to reverse the palettes. Great to know if I did actually get to where I can start doing work on a
PCE/TG-16 game, though, so thank you!