@redblobgames Thank you! I admit to being a bit silly (and inexperienced) about libraries. I will check it out and try to learn more from it. I read through your blog on it several times. It is a fantastic post!
@genuary @genuary4 #genuary24 pixels #pixelart (?) in the form of a 256-pixel dungeon map generator. red: monsters, green: chests, brown: doors, gold: altars. Should I take the next step and make this a game?
https://t.co/8W2uBgDCK5
Particles are added the same way as yesterday, same color logic as well, but this time the rgb settings are "tuned" so that the value in every newly added particle's color brings the entire piece's average rgb values in line with a target value... that changes every frame.
@meodai@luisfraguada Ramped Sau looks awesome! The generation is really solid. I’ll make a note to play with this in some projects this month! (Step one, how do I use libraries ☺️) FettePalette looks powerful and I am curious as much about how it works as I am how to work it!
Then I’d like to move the average with something fancy, like oscillating the average around , say, 100 based on frame rate and the current frame’s average RGB score (frame’s pixel RGB average for any given frame).
I’ve got today’s #genuary24#genuary2 teed up, but I’m wondering if y’all have some suggestions? I’m pushing the dials of R,G, and B, respectively, but I’d like to do it iteratively with the values “orbiting” around a target average (R+G+B)/3.