Morty
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morty-40.bsky.social
Morty
@morty-40.bsky.social
Software engineer by day, creative retro/game-dev by night. Also father of three, casual runner, motorsports fan, and mostly harmless 🇩🇰

Composite: https://apps.apple.com/us/app/composite-image-conversion/id6745785918

#gamedev #pixelart #synthwave
November 21, 2025 at 7:51 PM
D, as all numbers in a are multiples of 3, +1
November 16, 2025 at 3:19 PM
B, as 4 (and 0) will not print
November 15, 2025 at 4:32 PM
Mars has no magnetic field, and will not sustain an atmosphere, or oceans, or protect inhabitants from radiation. It's uninhabitable and terraforming it is unrealistic. We can fly a couple of astronauts there, and it would be quite an achievement, but humanity isn’t colonising Mars any time soon.
November 15, 2025 at 11:38 AM
So impressive. Is he on BlueSky?
October 22, 2025 at 6:07 PM
Agree it looks very converted. It's also a difficult image and palette to work with :) Removing a bit of gray:
October 18, 2025 at 5:09 PM
I think it's 'error diffusion' used in some dithering algorithms, where conversion error is compensated for in neighbour pixels. At a distance where pixels become a blur, it might work. It's not implemented in Composite, because as you say, generally it just looks crap :)
October 18, 2025 at 3:57 PM
Interesting, so you prep the image before converting it, by limiting it to use only available solid+mixed colors. I took a quick stab at the same image in Composite, using the CGA palette, no prep, just the true color image as input:
October 18, 2025 at 3:49 PM
This game puts things into perspective
October 14, 2025 at 9:29 AM
I’m thinking scarier than that :)
October 5, 2025 at 9:50 AM
that's a big robot
October 4, 2025 at 9:11 AM
Yes lines and outlines, especially in small sprite size graphics, is something humans are better at. I’ve been looking into how to add or preserve outlines, but it seems quite difficult
October 4, 2025 at 6:39 AM
I use k-means clustering on the uv coordinates of the colors, and sort each group by luma, and the user inputs number of groups with a slider. One small problem is two ramps can’t share eg black or white at the ends
October 4, 2025 at 6:28 AM
agree, the dithering technique is often easy to identify as either human made or algorithm based. I also find conversions (without post touch up) often have stray pixels, or salt and pepper noise, that a human would not have thought to put there
October 1, 2025 at 3:49 PM
Using color ramps for dithering, i.e. only neighbour colors in the (color grouped) palette can mix:
September 29, 2025 at 6:25 AM
Control 1 and 2 controls a dynamically generated threshold matrix for dithering, so you can dial in the amount of dithering and the pattern of it. It’s very useful, but I couldn’t find better names :)
September 25, 2025 at 4:50 AM
Oh looks cool, did you try it?
September 25, 2025 at 4:44 AM