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One thing that is worth more exploration is an error diffusion technique that isn't based on a simple scanline. On the left is left-to-right scanline, on the right first I run through with random jumps, and then apply a second pass with left-to-right, to avoid dither patterns.
I have a 7-color e-ink screen arriving tomorrow, so I'm experimenting with custom color dithering techniques. Here is Subscapes #39 reduced to a 7-color, 600x448px paletted image.
We also explored various iterations of character designs and outfits. I wanted something floating (no walk cycle), genderless, simple silhouette (esp. for mobile), and some wind-swept detail (eg. cape/scarf). Journey came to mind as a constant reference.
Owners of the minted #subscapes tokens can now purchase an archival signed & limited prints. I've added details to my shop here:
→ https://t.co/OtDFuHK6T4
About a quarter of all #subscapes are rendered in a 'Pencil' style – this subset is made up of 5 distinct fixed palettes and a handful of other attributes.
#505, #613, #528, #490
Couple test outputs before the Friday release.
@artblocks_io
#1of1ofX #generative #javascript
Updated #looom tools: fixed some frame timing export issues, and also added a "Download JSON" button to the settings panel (/cc @golan).
Link → https://t.co/xSGCEUmwjG
Below is the "Lucky" animation that comes bundled with Looom, exported in seconds with my new GIF encoder! 😄
Here's a test atlas: left is 8bit PNG, right is what it looks like after lossy encoding.
(Not really representative of my game's asset style, which tends to compress better.)
Some of my #generative designs have made it onto a beer label! An English Porter by Brasserie Spore (@spore_coop) in Gravigny, France.