Pixelizer Updates
Additional features coming soon for both the Pixelizer tool and upscaling.
I begin in introducing a new feature and different types of filters that will be implemented bit by bit.
Luminance Palette
This feature will create a palette based on the brightness of the image, rather than specific colors. In other words, it generates a palette that represents the different brightness levels in the image, using the visual perception of brightness.
It works somewhat like the human eye.
The formula takes into account that the human eye which is more sensitive to green, less to blue, and little to red, so the RGB components have different weights.
Once the brightness is calculated for each pixel, the function builds a histogram representing the distribution of brightness in the image.
In addition, this function, combines quantized brightness with other color palettes such as the NES palette, choosing the NES color closest to the original brightness.
Or perhaps a Game Boy version, and many other functions will come later.
I leave you a screen to show you the result of a transformed screen for Game Boy.
Get Rpgmaker Asset Converter & UI Tool
Rpgmaker Asset Converter & UI Tool
Graphics tool for all Rpgmaker Series
Status | In development |
Category | Tool |
Author | Making Italia |
Tags | asset, chipset, graphics, RPG Maker, rpgmaker-2003, rpgmaker-mv, RPG Maker MZ, rpgmaker-xp, Tileset, tool |
Languages | English, Spanish; Latin America, Italian |
More posts
- Palette Processor Fix and Updates!7 days ago
- Fix and Updates10 days ago
- Pixelizer Improvement15 days ago
- Palette Processor20 days ago
- Bug Fix Release59 days ago
- Pixelizer Scale and Multiplier67 days ago
- Rpgmaker AC 1.6.4 Released83 days ago
- Upscaling ToolFeb 05, 2025
- Updating Pixelizer FilterJan 11, 2025
Comments
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I have a question: I appreciate that NES and GB palettes are simple, but will a SNES palette actually come?
Working on it.
An snes palette works on RGB consisting of 256 colors.
Each game could choose its own 256 colors from a wider range.
The hard part is to base it on an original Super Nintendo palette.
I have made some attempts, I am very close to the result but not 100%.
One idea is to split the colors to 5 bits, other idea would be just to base on a game exists and extract the palette.
Let's see what I can pull out
oh that sounds way more complicated than I thought.