Multipaint is a web-based drawing tool that simulates the color palettes and technical limitations of retro computing platforms like the Commodore 64, NES, Game Boy, and Sega Genesis/Mega Drive. It allows users to create images using the restricted color sets and dithering techniques characteristic of these systems, offering a nostalgic and challenging artistic experience. The tool features various drawing instruments, palette selection, and export options for sharing or further use in projects.
Uchū is a curated collection of aesthetically pleasing color palettes designed specifically for digital use. The website provides a range of pre-made palettes, categorized by style and hue, that can be easily copied in various formats (HEX, RGB, HSL). Users can also create their own custom palettes using an intuitive color picker and save them for later. Uchū aims to simplify the process of finding and implementing harmonious color schemes for web design, graphic design, and other digital projects. It focuses on providing visually appealing and accessible color combinations optimized for screen displays.
Hacker News users generally praised Uchū's color palettes, finding them visually appealing and well-suited for web design. Several commenters appreciated the clean aesthetic and the "modern retro" vibe. Some pointed out the accessibility considerations, particularly the good contrast ratios, while others wished for more export options beyond CSS variables. A few users offered constructive criticism, suggesting improvements like adding a dark mode or providing search/filter functionality. There was also a brief discussion on color palette generation algorithms and the subjectivity of color perception.
The blog post "The Most Mario Colors" analyzes the color palettes of various Super Mario games across different consoles. It identifies the most frequently used colors in each game and highlights the evolution of Mario's visual style over time. The author extracts pixel data from sprites and backgrounds, processing them to determine the dominant colors. The analysis reveals trends like the shift from brighter, more saturated colors in earlier games to slightly darker, more muted tones in later titles. It also demonstrates the consistent use of specific colors, particularly variations of red, brown, and blue, across multiple games, showcasing the iconic color palette associated with the Mario franchise.
Several Hacker News commenters discussed the methodology used in the original blog post, pointing out potential flaws like the exclusion of certain games and the subjective nature of color selection, especially with sprite limitations. Some users debated the specific colors chosen, offering alternative palettes or highlighting iconic colors missing from the analysis. Others appreciated the nostalgic aspect and the technical breakdown of color palettes across different Mario games, while some shared related resources and personal experiences with retro game color limitations. The overall sentiment leaned towards finding the blog post interesting, though not scientifically rigorous. A few commenters also questioned the practicality of such an analysis.
Summary of Comments ( 6 )
https://news.ycombinator.com/item?id=43699431
Hacker News users generally praised Multipaint for its clever idea and execution, with several expressing nostalgia for the limitations of older hardware palettes. Some discussed the technical challenges and intricacies of working within such constraints, including dithering techniques and color banding. A few commenters suggested potential improvements like adding support for different palettes (e.g., Amiga, EGA) and implementing features found in classic paint programs like Deluxe Paint. Others appreciated the educational aspect of the tool, highlighting its value in understanding the limitations and creative solutions employed in older games and graphics. The overall sentiment is positive, viewing Multipaint as a fun and insightful way to revisit the aesthetics of retro computing.
The Hacker News post titled "Multipaint: Draw pictures with color limitations of 8-bit and 16-bit platforms" sparked a modest discussion with several interesting comments.
One commenter expressed appreciation for the tool's simplicity and ease of use, particularly the straightforward process of selecting palettes. They also highlighted the value of the provided examples, which they found helpful for learning.
Another commenter pointed out the historical significance of the limited color palettes showcased in the tool. They noted how these restrictions forced artists and developers to be creative in their use of color, leading to distinctive visual styles associated with specific platforms like the Amiga, Atari ST, and NES. This comment adds a layer of context and appreciation for the challenges and ingenuity of that era.
A different commenter shared their personal experience using Deluxe Paint on the Amiga 500. They praised the software's capabilities, especially its color cycling feature. This anecdote provided a firsthand account of working within the color constraints of the time, adding a personal touch to the discussion.
Another commenter touched upon the complexities of palette management within the context of limited color displays. They explained how the software's ability to select the "best" colors is a non-trivial problem and praised Multipaint's approach. They further elaborated on the importance of dithering techniques for displaying images with more colors than available on the palette, highlighting the "ordered dither" method used by Deluxe Paint.
One more user fondly recalled using similar tools, specifically mentioning DEGAS Elite for the Atari ST. They shared their memories of creating ANSI art using only 16 colors, further enriching the discussion with personal experiences from the era of limited color displays.
Finally, a commenter mentioned the website's slightly misleading use of "8-bit" and "16-bit" terminology. They clarified that the term "8-bit" usually refers to indexed color mode with 256 colors, while "16-bit" commonly refers to high color mode with thousands of colors. They suggested "4-bit" and "8-bit indexed color" would be more accurate descriptions for the limitations being simulated. This comment provides a valuable technical clarification for the discussion, highlighting potential misunderstandings around the terminology used.