1 Post pic
2 Write the number/name of effect
3 ???
4 Profit
>>27792
Example
>>27795
Example 2
>>27792
Can I get this in CGA?
>>27800
It's a little too bright, but here you go 1/2
>>27800
2/2
>>27801
>>27802
Great work, anon. Would you do this one as well?
CGA of course
>>27806
Again terrible lights on face :/ tried my best bet it's hard
>>27815
Awesome! Can you do this in CGA?
(just the left girl is fine, but both is also okay!)
>>27815
Don't worry, anon.
Nothing going in Paint wont fix.
Would it be possible to do a commidore version of this?
I would like this in Commodore 64 please, if you're still doing this.
>>27821
Rip OP. Nothing after seven hours.
>>28067
Dead battery. But I'm reincarnated now.
>>28046
I don't know what you all expect from cartoon images. It's no good for this kind of conversion...
>>28059
>>28119
Based OP, could you also do my request?
>>28134
Sorry, forgot about that pic
>>28146
Based. Why did her hair turn pink though?
I'd like this style but with more accurate colors. Is that possible?
>>28151
>>28146
CGA only has two palettes.
If you want black *and* white in the same image, you need to use palette 1, which means your other two colours are blue and pink.
>>28151
It's not cga but it's the same style with diffrent palette
>>28166
Thank you very much! How do you do this? Any tutorial or tips? Links? Or tell me which tools you use? I'd like to mess with this myself.
>>28173
8bit Photo Lab for Android. Pro version is about $3 so I recommend to buy it.
>>28176
Don't pirate it. Free version is just fine. Limitations are not that bad.
>>28122
Perfect, thank you!
>>27792
The CGA and EGA examples look more like VGA with a constrained color palette, and the colors are off on the Apple II example. On the flipside, the Commodore 64 example is pretty good, down to having those chunky horizontally stretched pixels.
To fix the Apple II example, I'd use darker, more saturated colors. It's been a long time since I've used an Apple II, but I remember the colors being less pale than in the example.
For the CGA and EGA examples, as well as possibly VGA if you're going for the Mode 13h look, I'd use vertically stretched pixels. 320x200 is technically 16:10, but on older hardware it was always meant to be displayed in 4:3, and therefore stretched vertically.
I took a 320x200 screenshot from Scorched Earth, resized it to 1280x800, then extracted an individual "pixel" and resized it 500% twice over, resulting in a perfect 100x100 "pixel". Then, I took the same screenshot I originally started with, stretched it to 1280x960 this time and did the same thing; I ended up with a 100x125 "pixel". When you stretch 320x200 to 4:3, the individual pixels have a ratio of 1:1.25
I apologize for sperging out. What you're doing is cool, but you know, I wouldn't be surprised if I weren't the first person to notice these things. ;)
>>28264
Yup you're right. But it's not so important for me to make true oldschool graphics. I just make retro style interpretations.
>>28405
>>28408
Could I get this in 04 GBA $B8?
Thanks.
Can I have this in ZX Spectrum please?
>>28424
There is no difference between background and the stripes in this kind of conversion so I had to turn up brightness
>>28503
Nope. This palette will not recognize difference between dog, hoodie and background. Look
>>28991
So here's diffrent edit >>28991
>>28992
This one is still nice, thank you.
>>27792
>>27792