


(Sorry i was playing ristar and i had to get that off my chest....20 years late )
Hmmm im a massive fan of the Amiga, Psygnosis, bitmapbrothers ect , but i just cant imagine Sonic or anything like that on the machine (though in there own right , yeah , it wipes the floor with segas machine).Yet there are some incredible Amiga conversions on the Megadrive, Gods, legend of galahad (leander)ect.louisg wrote:The Amiga had 32 colors and a lot of those visuals smoke the Genesis
http://francksauer.com/index.php/games/ ... s/10-agony ... daaaaaaaaaaamn (scroll down for the making-of)
Flink is beautiful and also a really good game, I think is the only psygnosis game I likerailslave wrote: And the knock out punch !!
It really does kind of work to its character in some ways. In how "metal" the system was designed to be.null1024 wrote:I still wish the Genesis system palette had more than 512 colors.
So he doesn't cut up his feet on shards of broken glass, dur.Why and how does Yoshi have shoes
The Amiga had only 32 maximum. Both the Ami and Genesis have some odd palette limitations to deal with, too.railslave wrote:Hmmm im a massive fan of the Amiga, Psygnosis, bitmapbrothers ect , but i just cant imagine Sonic or anything like that on the machine (though in there own right , yeah , it wipes the floor with segas machine).Yet there are some incredible Amiga conversions on the Megadrive, Gods, legend of galahad (leander)ect.louisg wrote:The Amiga had 32 colors and a lot of those visuals smoke the Genesis
http://francksauer.com/index.php/games/ ... s/10-agony ... daaaaaaaaaaamn (scroll down for the making-of)
Seems to be be something to do with the amount on the screen as well, the speed.
i dunno, im not a techy.
You sure they only had 64 colors onscreen ? that doesnt sound right when you see the sky in turrican 2, fire and ice.
It really does give the Genesis a bit of character. Look at Devil Crash MD. The palette made everything much more metal.BryanM wrote:Bah. Back in my day we had six colors to the scanline with 98.5% of the time, one of them being black. And that's the way we likes it.
I really does kind of work to its character in some ways. In how "metal" the system was designed to be.null1024 wrote:I still wish the Genesis system palette had more than 512 colors.
Argh and don't even get me started on the NES palette. Bastards couldn't be assed to stick in a brown or red color, so every freaking thing is orange and dark redish. But there's about 20 values for the same shade of "black"!
Yeah, the C64 palette is muted and many colors are multipurpose. And yep, good Spectrum art knocks my socks off. That thing is *not* easy to make look good.null1024 wrote:The C64 palette is really nice though. All of the individual colors were hand-picked choices [so, colors that the hardware designers liked] and their complement [to save chip space]. It's not exactly easy to work with, especially under game conditions, but the colors really flow together.
The Speccy palette is atrocious [especially under game conditions, you might as well make your game monochrome thanks to attribute clashing...], and seeing good Spectrum art is really amazing. Really aggressive use of color is needed.
louisg wrote:Yeah, the C64 palette is muted and many colors are multipurpose. And yep, good Spectrum art knocks my socks off. That thing is *not* easy to make look good.null1024 wrote:The C64 palette is really nice though. All of the individual colors were hand-picked choices [so, colors that the hardware designers liked] and their complement [to save chip space]. It's not exactly easy to work with, especially under game conditions, but the colors really flow together.
The Speccy palette is atrocious [especially under game conditions, you might as well make your game monochrome thanks to attribute clashing...], and seeing good Spectrum art is really amazing. Really aggressive use of color is needed.