The rocks ramp goes from h120s66v30 to h118s79v15, with hue shifts towards h107 on the 2nd lightest shade and h123 on the second darkest. The leaves ramp goes from h93s84v33 to h103s76v20. (oh, I used a "hsv hue" layer in Gimp to tint the "rocks ramp" towards yellow so we can distinguish it better from the "leaves" ramp.
Note in the middle of the snippet that we have blade-like shapes with the rocks ramp, so likely darker leaves more than odd-shaped rocks. A reminder to not let the initial purpose of colours dictate you how you use colours when doing pixel art... not until you really have to ;)The common darkest shade at h123s71v11 unifies the things together in a single shadow. While some elements are fully detailed over that background, other blend in and only reveal their contour with some of the darkest shades of the ramp.
The tiling of the pattern is huge -- some 164 pixels wide, which does not correspond to any hardware-friendly size, and this is no issue for a mockup.
Compared to Eagle Island or Sonic Mania background, this one has the advantage that it could fit fairly well the colour count and the memory of the "farground" in my engine.





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